











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:
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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 17 / 97% |
| Size | big |
| Lifes / Deaths | Killed by Vorebrelle the brown bear at level 17 on the 66th Dusk 122nd year of Ascendancy at 13:55 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 20 (base 12) |
| Constitution | 21 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 58 (base 44) |
| Cunning | 48 (base 37) |
Resources
| Life | -22/423 |
| Equilibrium | 65 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 38.989687335918 |
| See Invisible | 39.989687335918 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +6% |
| Darkness | +20% |
| Mind | +5% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
| Fire | +10% |
| Light | +30% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 6 |
| Physical Save | 11 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 17%( 70%) |
| Nature | + 16%( 70%) |
| Mind | + 25%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Poison Resistance | 33% |
| Confusion Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 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: 13 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by thief. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
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 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 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 Possessed. | done |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
Equipment
| On feet | Bethamira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +1 Wil +4 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Spell.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Rimestreak the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +4 Wil +1 Con dps ---------- Dmg.mod +3% cold ----- def ----- Crit.chn- 5.00% Mind.save +5 (+2 eff.) ---------- misc Light +3 Infravis +3 See.Stealth +6 See.Invis +7 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 | Blindpride (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Cun +1 Con dps ---------- Res.pen +15% light +10% fire Apr +4 Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | heroic dwarven-steel gauntlets (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +3% Mind.save +6 (+3 eff.) Max.HP +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged elm totem of healing [power 140] (16 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +10 (+5 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +6% nature +8% blight Poison- +13% Disease- +12% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | clarifying steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +13% mind Confus- +24% Amulets make your neck look great! |
| In main hand | Tarrogrim the Flashswift (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 lightning While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+2 eff.) Dmg.mod +3% lightning Res.pen +15% light ----- def ----- Crit.chn- 5.00% Knockbk- +20% ---------- misc Light +3 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 | Gera the Spiderarc1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil +1 Mag dps ---------- Phys.pwr +3 (+3 eff.) Res.pen +20% cold On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Glorota the Nightbore (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 darkness While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +13 (+4 eff.) Melee+ 6 mind 5 darkness Dmg.mod +5% mind +20% darkness ----- def ----- Resists +3% mind ---------- misc Max.psi +50.00 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 | Betema the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Dex +1 Wil +1 Cun +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant Robe of the Worm (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +7% all Poison- +20% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (speed 566%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 566% 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. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet 'Arissra'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Dex dps ---------- Dmg.mod +3% mind Acc +5 (+2 eff.) ----- def ----- Phys.save +9 (+9 eff.) Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Yvyrath (127% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 mind On Hit: * 21% chance to reduce all saves and defense by 29 While equipped: Stats +3 Cun +4 Wil ----- def ----- Defense +10 (+5 eff.) Resists +6% blight +2% physical Heal.mod +15% Disarm- +10% Teleport- +10% Blunt and deadly. |
Tidespawner (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +12 (+9 eff.) Dmg.mod +12% acid +25% fire +9% cold Res.pen +20% acid ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gidelen (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Mag dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold Die.at -20.00 life ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Grinugolach the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Str +1 Dex +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +21% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkransom (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% nature +5% acid ----- def ----- Armour +1 Resists +3% mind +6% fire +3% nature +5% cold A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 55.84 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
hardened leather armour 'Nightvengeance' (13 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +5 Str +5 Dex dps ---------- Dmg.mod +6% lightning +9% darkness Res.pen +5% lightning ----- def ----- Armour +6 Defense +13 (+6 eff.) Fatigue +8% Resists +6% darkness +9% fire Phys.save +8 (+8 eff.) A suit of armour made of leather. |
8 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. |
75 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mardyrand (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% nature +9% arcane Res.pen +5% arcane +5% blight ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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. |
Elenineg the yew wand of conjuration [power 210] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Resists +3% acid +3% fire +12% darkness Spell.save +3 (+1 eff.) Max.HP +40.00 Fire a magical bolt dealing 210 acid damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
12 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. |
7 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By AO Reaper Coward the Cornac Summoner level 17
55th Dusk 122nd year of Ascendancy at 02:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By AO Reaper Coward the Cornac Summoner level 10
13rd Dusk 122nd year of Ascendancy at 19:34 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By AO Reaper Coward the Cornac Summoner level 17
49th Dusk 122nd year of Ascendancy at 04:28 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By AO Reaper Coward the Cornac Summoner level 16
43rd Dusk 122nd year of Ascendancy at 09:07 see stats
Log
AO Reaper Coward uses Infusion: Wild.
AO Reaper Coward is not stunned anymore.
AO Reaper Coward is cured!
AO Reaper Coward lessens the pain.
AO Reaper Coward uses Infusion: Healing.
AO Reaper Coward receives 161 healing from Infusion: Healing.
AO Reaper Coward summons a Minotaur!
black jelly oozes over the ground!!
Grappling hits AO Reaper Coward for 0 physical damage.
Black jelly's nature area effect hits Vorebrelle the brown bear for (9 flat reduction), 5 nature (5 total damage).
Vorebrelle the brown bear uses Take Down.
AO Reaper Coward is free from the grapple.
Vorebrelle the brown bear has released the hold.
Black jelly absorbs some damage. AO Reaper Coward is closer to nature.
Vorebrelle the brown bear hits Minotaur for 378 physical damage.
Vorebrelle the brown bear hits Black jelly for 340 physical damage.
Vorebrelle the brown bear hits AO Reaper Coward for 43 physical, (10 antimagic), 0 darkness, 5 mind, 4 physical, 5 physical, 268 physical (324 total damage).
Melee retaliation hits Vorebrelle the brown bear for (4 flat reduction), 0 light (0 total damage).
Vorebrelle the brown bear killed Minotaur!
Talent Earth's Eyes is ready to use.
Talent Ritch Flamespitter is ready to use.
Talent War Hound is ready to use.
AO Reaper Coward summons a Fire Drake!
Black jelly misses Vorebrelle the brown bear.
Black jelly's nature area effect hits Vorebrelle the brown bear for (9 flat reduction), 5 nature (5 total damage).
Vorebrelle the brown bear throws two quick punches.
Vorebrelle the brown bear hits AO Reaper Coward for 43 physical damage.
Melee retaliation hits Vorebrelle the brown bear for (4 flat reduction), 0 light, (4 flat reduction), 0 light (0 total damage).
AO Reaper Coward the level 17 cornac summoner was chopped into tiny pieces to death by Vorebrelle the brown bear on level 1 of Bearscape.























































































