












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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 17 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 17 on the 33rd Profit 122nd year of Ascendancy at 20:36 2 / 4Killed by Horned Horror at level 17 on the 33rd Profit 122nd year of Ascendancy at 21:28 Killed by Horned Horror at level 17 on the 33rd Profit 122nd year of Ascendancy at 22:29 Killed by TENTI at level 17 on the 33rd Profit 122nd year of Ascendancy at 22:33 |
Primary Stats
| Strength | 41 (base 34) |
| Dexterity | 9 (base 10) |
| Constitution | 18 (base 13) |
| Magic | 44 (base 43) |
| Willpower | 16 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 559/559 |
| Insanity | 99/100 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -62.96871079656% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 22.586627077904 |
| See Invisible | 22.586627077904 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 35 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +12% |
| Physical | +6% |
| Cold | +6% |
| All | 0% |
| Darkness | +18% |
| Mind | +6% |
| Fire | +9% |
| Nature | +11% |
Offense: Damage Penetration
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 4 |
| Physical Save | 25 |
| Spell Save | 29 |
| Mental Save | 11 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 20% |
| Stun Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% 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. |
| 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: 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 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 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 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 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 |
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 |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Snowstriker (2 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 2 cold ----- def ----- Armour +1 Defense +2 (+2 eff.) Resists +6% blight +5% arcane +3% lightning Spell.save +3 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern 'Hailsting'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Res.pen +10% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% temporal Spell.save +9 (+5 eff.) Max.HP +43.00 ---------- misc Light +3 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 | Stokemight (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Apr +2 ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +5% Resists +3% fire Crit.chn- 15.00% Phys.save +6 (+3 eff.) Die.at -20.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Unridrasus [power 488] (9/20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ---------- misc Equi/ret +0.04 Wards +3 blight +4 fire +4 arcane +4 acid Talents +1 Ward Create a shield absorbing up to 488 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | 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 main hand | Blackrot (110% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +20 fire While equipped: ----- def ----- Resists +3% darkness +3% temporal Blunt and deadly. |
| On hands | dwarven-steel gauntlets 'Torchbreak' (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +11% Crit.mult +7.00% Phys.pwr +10 (+3 eff.) Melee+ 7 physical Dmg.mod +9% fire +6% physical ----- def ----- Armour +7 Fatigue +3% Resists +3% cold +3% nature +5% arcane 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. |
| Main armor | Rimeflash (3 def, 2 armour)9.0 T1 light armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness +6% cold Res.pen +15% nature ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% blight +12% cold +11% nature A suit of armour made of leather. |
| Cloak | Mayylranor (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +9% lightning +13% cold Die.at -20.00 life Max.HP +20.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Getegagund the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Inventory
iron longsword (107% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Ce'Nymina the Morbusorder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Wil +1 Con dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glittersteel the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% light Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal Mind.save +5 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhadir the Brightkarma (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% lightning +7% physical +7% cold +3% fire +9% all Res.pen +10% fire ----- def ----- Resists +25% lightning +12% acid +6% fire +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duvydig (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- Dmg.mod +3% mind +12% physical Res.pen +15% mind Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregenik the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Mind.crit +2% Melee+ 7 lightning Dmg.mod +4% lightning Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning +9% temporal +3% nature 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. |
Freezewedge the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str +1 Wil dps ---------- Melee+ 8 darkness Dmg.mod +3% darkness +9% cold Res.pen +15% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness ---------- misc See.Invis +6 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Elenuroblek the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Apr +3 ----- def ----- Armour +5 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Corruptionwilter' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% nature Res.pen +5% fire Melee Ret 6 nature ----- def ----- Armour +5 Fatigue +5% Crit.chn- 5.00% ---------- misc Light +3 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
4 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. |
113 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Sewerraze the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Res.pen +5% mind ----- def ----- Resists +3% acid +6% cold +3% nature +5% arcane Max.HP +44.00 ---------- misc Light +3 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
evasive elm totem of summon tentacle [power 95] (9/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 192 Base Damage: 106 Armor: 8 All Resist: 3 Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
5 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. |
4 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
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By TENTI the Dwarf Writhing One level 10
26th Voratun 122nd year of Ascendancy at 13:48 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By TENTI the Dwarf Writhing One level 17
31st Profit 122nd year of Ascendancy at 15:08 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By TENTI the Dwarf Writhing One level 9
24th Voratun 122nd year of Ascendancy at 13:46 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By TENTI the Dwarf Writhing One level 14
13rd Profit 122nd year of Ascendancy at 05:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By TENTI the Dwarf Writhing One level 17
33rd Profit 122nd year of Ascendancy at 19:12 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By TENTI the Dwarf Writhing One level 17
33rd Profit 122nd year of Ascendancy at 22:33 see stats
Log
Talent Diseased Tongue is ready to use.
TENTI hits Dread for 16 fire, 27 darkness, 3 physical, 10 arcane (56 total damage).
TENTI hits Horned Horror for (22 flat reduction), 43 physical, (8 flat reduction), 0 physical, 0 arcane, (11 flat reduction), 0 fire, (22 flat reduction), 110 darkness, (8 flat reduction), 0 physical, 0 arcane (153 total damage).
Melee retaliation hits Dread for 1 blight, 2 cold, 6 mind (8 total damage).
Dread hits TENTI for 14 physical damage.
Horned Horror throws two quick punches.
Horned Horror casts Nova.
TENTI resists!
Melee retaliation hits Horned Horror for (3 flat reduction), 0 blight, (1 flat reduction), 0 cold, (3 flat reduction), 0 mind, (1 flat reduction), 0 blight, (2 flat reduction), 0 cold, (1 flat reduction), 0 mind (0 total damage).
Horned Horror hits TENTI for 88 physical, 13 lightning, 27 lightning, 90 physical, 13 lightning (231 total damage).
Dread is free from the tendril.
Horned Horror is free from the tendril.
TENTI activates Chaos Orbs.
Bleeding from TENTI hits Horned Horror for (22 flat reduction), 19 physical (19 total damage).
TENTI feels pain again.
Dread hits TENTI for 18 physical damage.
Melee retaliation hits Dread for 1 blight, 2 cold, 3 mind (5 total damage).
Melee retaliation hits Horned Horror for (1 flat reduction), 0 blight, (2 flat reduction), 0 cold, (6 flat reduction), 0 mind (0 total damage).
Horned Horror hits TENTI for 102 physical damage.
TENTI the level 17 dwarf writhing one was crushed to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Horned Horror killed TENTI!
Saving game...
Saving done.
Talent Shed Skin is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!











































































