Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 23 / 8% |
Size | medium |
Lifes / Deaths | Killed by Elorith the black bear at level 7 on the 2nd Flare 122nd year of Ascendancy at 23:46 0 / 6Killed by ultimate gwelgoroth at level 14 on the 3rd Haze 122nd year of Ascendancy at 00:56 Killed by ultimate gwelgoroth at level 14 on the 3rd Haze 122nd year of Ascendancy at 01:20 Killed by Grand Corruptor at level 22 on the 12nd Pyre 123rd year of Ascendancy at 09:17 Killed by Grand Corruptor at level 22 on the 12nd Pyre 123rd year of Ascendancy at 09:30 Killed by Salonne the greater teluvorta at level 23 on the 50th Pyre 123rd year of Ascendancy at 09:30 |
Primary Stats
Strength | 25 (base 11) |
Dexterity | 59 (base 42) |
Constitution | 25 (base 13) |
Magic | 30 (base 20) |
Willpower | 34 (base 11) |
Cunning | 88 (base 41) |
Resources
Life | -5/511 |
Stamina | 168/226 |
Healing Factor | 1.3745178243369 |
Regeneration | 0.34362945608423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 47.301902753607 |
See Invisible | 53.301902753607 |
Offense: Mainhand
Damage | 18 |
Accuracy | 45 |
Crit Chance | 38% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 45 |
Crit Chance | 39% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +10% |
Fire | +6% |
Cold | +21% |
Physical | +31% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Mind | +10% |
Physical | +10% |
Cold | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (57.155997060385%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 36 |
Mental Save | 43 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 22%( 70%) |
Physical | + 23%( 70%) |
Cold | + 45%( 70%) |
All | + 13%( 70%) |
Lightning | + 32%( 70%) |
Light | + 50%( 70%) |
Temporal | + 20%( 70%) |
Darkness | + 24%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 28% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 415% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by giant white ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by white crystal. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Growspitter the hardened leather cap (0 def, 3 armour) Growspitter the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature While equipped: dps ---------- Res.pen +15% lightning On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal +12% light +11% cold +9% nature +13% darkness ---------- misc Breathe water A cap made of leather. |
On hands | Hathiyalach (0 def, 11 armour) Hathiyalach (0 def, 11 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.crit +6.0% Spell.crit +11% Mind.crit +12% Crit.mult +10.00% Phys.pwr +12 (+6 eff.) Melee+ 6 physical Dmg.mod +14% physical Apr +4 ----- def ----- Armour +11 ---------- misc Psi/ret +0.08 Unarmed combat: Power 40.0 - 44.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +14.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elm wand of lightning storm 'Hanasus' [power 116] (13 cooldown) elm wand of lightning storm 'Hanasus' [power 116] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Mag +1 Wil +1 Con ----- def ----- Resists +6% acid Phys.save +3 (+1 eff.) ---------- misc See.Invis +6 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel opal ring steel opal ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +7 Wil +7 Cun +2 Con dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
On fingers | steel opal ring steel opal ring0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +2 Str +7 Dex +2 Mag +2 Wil +12 Cun +2 Con dps ---------- Melee+ 9 physical Ranged+ 7 physical Acc +7 (+2 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | Tytotar the Flamebait Tytotar the Flamebait0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% darkness +6% fire Melee Ret 8 fire ----- def ----- Resists +10% nature +10% blight Poison- +28% Disease- +25% ---------- misc Masteries +0.19 Technique/Combat techniques Amulets make your neck look great! |
In main hand | creative mossy mindstar of resolve (2-3 power, 12 apr, mind damage) creative mossy mindstar of resolve (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Poltergeist's vined mindstar 'Hurichak' (5-6 power, 18 apr, mind damage) Poltergeist's vined mindstar 'Hurichak' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 cold Dmg.mod +6% cold Res.pen +6% cold On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +6 Resists +15% lightning +6% cold Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +4 (+1 eff.) Heal.mod +15% Heal/summ +10 ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Lorichik (13 def, 12 armour) Lorichik (13 def, 12 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +12% physical Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +12 Defense +13 (+3 eff.) Phys.save +17 (+7 eff.) Spell.save +25 (+10 eff.) Mind.save +24 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 58.34 to 72.92 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
warrior's gold amulet of magic (+4) =magic= warrior's gold amulet of magic (+4) =magic=0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Spellblaze Shard (20-26 power, 10 apr) =magic= Spellblaze Shard (20-26 power, 10 apr) =magic=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr) =magic= Spelldrinker (27-35 power, 8 apr) =magic=1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
spellcowled cashmere cloak (2 def, 0 armour) =magic= spellcowled cashmere cloak (2 def, 0 armour) =magic=2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+3 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crystle's Astral Bindings (0 def, 0 armour) =magic= Crystle's Astral Bindings (0 def, 0 armour) =magic=1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Hikor (0 def, 2 armour) Hikor (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Cun +1 Mag dps ---------- Mind.pwr +15 (+5 eff.) Melee+ 10 acid Dmg.mod +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Crit.chn- 15.00% Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
70 alchemist agate 70 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
14 spinel 14 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 amethyst 10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
extending ash wand of shielding [power 176] (17 cooldown) extending ash wand of shielding [power 176] (17 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine 14 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Roguer2 the Cornac Rogue level 12
28th Dusk 122nd year of Ascendancy at 18:54 see stats
By Roguer2 the Cornac Rogue level 19
2nd Allure 123rd year of Ascendancy at 11:12 see stats
By Roguer2 the Cornac Rogue level 10
7th Flare 122nd year of Ascendancy at 09:13 see stats
By Roguer2 the Cornac Rogue level 20
3rd Allure 123rd year of Ascendancy at 15:59 see stats
By Roguer2 the Cornac Rogue level 18
4th Decay 122nd year of Ascendancy at 02:04 see stats
By Roguer2 the Cornac Rogue level 21
17th Regrowth 123rd year of Ascendancy at 21:14 see stats
By Roguer2 the Cornac Rogue level 11
6th Dusk 122nd year of Ascendancy at 08:26 see stats
By Roguer2 the Cornac Rogue level 15
6th Haze 122nd year of Ascendancy at 10:03 see stats
By Roguer2 the Cornac Rogue level 18
64th Haze 122nd year of Ascendancy at 07:08 see stats
Log
Roguer2's Throwing Knife performs a melee critical strike against Salonne the greater teluvorta!
Reality smears around Salonne the greater teluvorta.
Salonne the greater teluvorta converts damage to paradox!
Roguer2's Throwing Knife hits Salonne the greater teluvorta for (60 converted), 139 physical, (3 converted), 7 physical, (2 converted), 4 cold, (4 converted), 9 light (159 total damage).
Melee retaliation hits Roguer2 for 27 temporal damage.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Movement is ready to use.
Curse of Death from Salonne the greater teluvorta hits Roguer2 for 27 darkness damage.
Reality has shifted.
Salonne the greater teluvorta casts Curse of Defenselessness.
Roguer2 is cursed.
Bone Spike hits Roguer2 for 30 physical damage.
Roguer2 uses Infusion: Regeneration.
Roguer2 starts regenerating health quickly.
Salonne the greater teluvorta casts Pacification Hex.
Roguer2 is hexed!
Roguer2 is dazed!
Salonne the greater teluvorta's spell attains critical power!
Roguer2 is not dazed anymore.
Roguer2 is dazed!
Roguer2 regains balance.
Curse of Death from Salonne the greater teluvorta hits Roguer2 for 27 darkness damage.
Bone Spike hits Roguer2 for 44 physical damage.
Salonne the greater teluvorta casts Drain.
Roguer2 is not dazed anymore.
Roguer2 is afflicted by a decrepitude disease!
Bone Spike hits Roguer2 for 30 physical damage.
Salonne the greater teluvorta hits Roguer2 for 131 blight damage.
Roguer2 the level 23 cornac rogue was dissected to death by Salonne the greater teluvorta and lost outside time on level 1 of Temporal Rift.