










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 9 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Githra the skeleton warrior at level 9 on the 19th Profit 122nd year of Ascendancy at 14:09 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 11 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 31 (base 28) |
| Cunning | 29 (base 24) |
Resources
| Life | -16/282 |
| Equilibrium | 33 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 35.84903874937 |
| See Invisible | 35.84903874937 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 27 |
| Crit Chance | 9% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 27 |
| Crit Chance | 9% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Fire | +9% |
| Nature | +14% |
Offense: Damage Penetration
| Light | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 13 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 12%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 12%( 70%) |
| Nature | + 31%( 70%) |
| Mind | + 12%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
| Around waist | rough leather belt 'Prismpiety'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% light Reduces incoming crit damage: 5.00% Mental save: +12 (+6 eff.) Spellpower: +4 (+4 eff.) A belt that goes around your waist. |
| In main hand | mossy mindstar of clarity (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +2 (+1 eff.) Maximum psi: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | nature's mossy mindstar (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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 | Emelirialdatira the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +3% light / +3% temporal / +3% darkness / +3% mind Blindness immunity: +10% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brandreek the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +18% nature / +9% all Changes resistances penetration: +5% mind Changes damage: +12% nature / +9% fire Mindpower: +15 (+6 eff.) Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.mule's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Mental save: +5 (+3 eff.) Confusion immunity: +24% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.thought-forged iron longsword (12-17 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 24 Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron mace (12-18 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
horrifying living mindstar (16-18 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 7 darkness Changes damage: +2% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.mossy mindstar (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level.rough leather sling of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 fire When wielded/worn: Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.steady rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Arcwild (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +5% lightning Changes damage: +24% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Morningguile' (15-18 power, 3 apr, cold element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes damage: +15% cold Talent granted: +1 Command Staff Spell save: +15 (+11 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel ash vilestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel waraxe (14-19 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
enveloping linen cloak of battle (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+2 eff.) Defense: +6 (+6 eff.) Fatigue: -2% Physical save: +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Gleamtrail the woollen robe (0 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+11 eff.) Armour: +4 Changes resistances: +18% nature / +9% all Changes damage: +12% nature / +3% light Critical mult.: +5.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+12 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level.Gluvea (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Changes stats: +1 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +3% temporal Reduces incoming crit damage: 5.00% Physical save: +5 (+5 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Lavastar the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% fire Changes resistances penetration: +25% lightning / +5% acid Changes damage: +3% fire Life regen: +2.40 Stamina each turn: +1.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic rough leather armour (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +11% light / +11% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +16% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.acidic iron shield of purity (0 def, 2 armour, 22.5 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 2 acid Changes resistances: +11% nature / +10% blight Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking iron shield of cold resistance (+16%) (0 def, 2 armour, 20 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 1 lightning Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Areyon the quiver of ash arrows (22/22, 20-29 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 7 * 20% chance to knock the target back 3 spaces and deal 145 physical damage Damage (Ranged): +20 blight / +17 physical Damage (radius 1) on hit: +12 mind Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.deadly quiver of elm arrows of accuracy (17/17, 20-29 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.arcing pouch of iron shots of vileness (11/16, 15-18 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +6 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.self-loading pouch of iron shots of daylight (9/18, 15-18 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 Turns elapse between self-loadings: 4 Damage (Ranged): +6 light Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.ash totem of healing [power 176] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Josephine the Dwarf Summoner level 5
18th Voratun 122nd year of Ascendancy at 17:11 see stats
Log
Githra the skeleton warrior's ice storm area effect hits Turtle for 13 cold damage.
Githra the skeleton warrior's ice storm area effect hits Josephine for 30 cold damage.
Githra the skeleton warrior's cold repulsion area effect hits Turtle for (2 to ice), 3 cold, (2 to ice), 3 physical (7 total damage).
Githra the skeleton warrior's glacial vapour area effect hits Josephine for 29 cold damage.
Githra the skeleton warrior's glacial vapour area effect hits Githra the skeleton warrior for 20 cold, 37 healing (20 total damage) [37 healing].
Githra the skeleton warrior's glacial vapour area effect hits Turtle for 13 cold damage.
Githra the skeleton warrior casts Lightning.
Githra the skeleton warrior hits Turtle for (16 to ice), 24 lightning (24 total damage).
Turtle resists!
Turtle resists the wave!
Githra the skeleton warrior HEALS from cold damage!
Githra the skeleton warrior's ice storm area effect hits Turtle for (5 to ice), 8 cold (8 total damage).
Githra the skeleton warrior's cold repulsion area effect hits Turtle for (2 to ice), 3 cold, (2 to ice), 3 physical (7 total damage).
Githra the skeleton warrior's glacial vapour area effect hits Josephine for 29 cold damage.
Githra the skeleton warrior's glacial vapour area effect hits Githra the skeleton warrior for 20 cold, 37 healing (20 total damage) [37 healing].
Githra the skeleton warrior's glacial vapour area effect hits Turtle for (5 to ice), 8 cold (8 total damage).
Githra the skeleton warrior is no longer transformed.
Your summoned turtle disappears.
Githra the skeleton warrior casts Manathrust.
Githra the skeleton warrior's Manathrust hits Josephine for 91 arcane damage.
Githra the skeleton warrior's glacial vapour area effect hits Githra the skeleton warrior for 30 cold damage.
Talent Turtle is ready to use.
Josephine uses Infusion: Regeneration.
Josephine starts regenerating health quickly.
Githra the skeleton warrior casts Flame.
Githra the skeleton warrior's Flame hits Josephine for 60 fire damage.
Josephine the level 9 dwarf summoner was roasted to death by Githra the skeleton warrior on level 2 of Daikara.


































































