Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Embers of Rage 1.4.4Official 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:
Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Bunnymorph |
Class | Bard |
Level / Exp | 37 / 20% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 67 (base 60) |
Dexterity | 28 (base 13) |
Constitution | 23 (base 10) |
Magic | 56 (base 44) |
Willpower | 28 (base 10) |
Cunning | 56 (base 43) |
Resources
Life | 610/610 |
Mana | 199/283 |
Positive | 71/158 |
Healing Factor | 1.265 |
Regeneration | 4.9082 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +24% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 8 |
See Invisible | 13 |
Offense: Mainhand
Damage | 43 |
Accuracy | 39 |
Crit Chance | 39% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 36% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 49.454093674762 (35.5%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 42 |
Mental Save | 47 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Silence Resistance | 15% |
Confusion Resistance | 61% |
Fear Resistance | 50% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 155 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Performer / Tuneslinger | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Cantrips | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Performer / Electric | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Performer / Tunecrafting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Phantasm | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Performer / Bardic combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Performer / Wanderer | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Performer / Songs | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Performer / Bard | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Performer / Instrumentation | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Acrobatics | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Bunnymorph | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gone Electric |
talent | Streetwise |
talent | Phantasmal Shield |
talent | Song of Resilience |
talent | Music is Hope |
talent | Blur Sight |
beneficial effect | The target is in attunement with its electric powers, improving spellpower by 28. Electric Attunement |
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 lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 |
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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
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 |
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 |
Equipment
On feet | Ivann the pair of rough leather boots (13 def, 6 armour) Ivann the pair of rough leather boots (13 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +13 (+4 eff.) Fatigue: -4% Damage when hit (Melee): 4 temporal Changes stats: +1 Mag / +4 Wil / +4 Con Changes resistances: +9% temporal Changes resistances penetration: +6% physical Changes damage: +9% temporal Maximum encumbrance: +23 Physical save: +7 (+2 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +3 See invisible: +3 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 26 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (81 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Ulandur the Shockcrypt (5 def, 3 armour) Ulandur the Shockcrypt (5 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn Changes stats: +3 Str / +2 Mag / +4 Cun / +7 Con Changes resistances: +12% light / +12% darkness Changes damage: +6% arcane / +6% lightning Spell save: +20 (+7 eff.) Mana each turn: +0.04 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 80% 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. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
On fingers | Islikira the steel ring Islikira the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +3 Con Maximum encumbrance: +40 Mental save: +11 (+4 eff.) Confusion immunity: +26% Spellpower: +9 (+3 eff.) Rings can have magical properties. |
Around waist | Layidhewe LayidhewePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +13 Defense: +6 (+2 eff.) Changes stats: +2 Mag Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +3% acid / +6% mind Physical save: +12 (+4 eff.) Mental save: +20 (+7 eff.) Mana each turn: +0.10 Maximum mana: +25.00 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +30 It can be used to create a temporary shield that absorbs 176 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | elm lute 'Adorima' (11.5-16.1 power, 2 apr, physical damage) elm lute 'Adorima' (11.5-16.1 power, 2 apr, physical damage)Requires: - Willpower 9 - Cunning 11 Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: instrument / lute ; tier 1 It must be held with both hands. Base power: 11.5 - 16.1 Uses stats: 20% Wil, 80% Cun Damage type: Physical Mastery: Instrument Mastery Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Physical crit. chance: +9.0% Armour: +4 Damage when hit (Melee): 5 mind / 5 darkness Changes stats: +3 Str / +1 Dex / +2 Cun Changes resistances: +3% darkness / +3% fire Changes damage: +12% sound / +14% darkness / +5% mind Talent granted: +1 Pluck Strings Spell save: +10 (+3 eff.) Disarm immunity: +20% Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Light radius: +1 Maximum melody: +21.00 A large string instrument. Blunt, long and deadly. |
On hands | iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | linen robe 'Ashraptor' (0 def, 0 armour) linen robe 'Ashraptor' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Dex / +1 Wil / +2 Cun / +2 Con Changes resistances: +7% blight / +11% mind / +18% lightning Changes damage: +7% sound / +6% fire / +17% mind / +12% lightning Life regen: +1.90 Maximum life: +52.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Infravision radius: +2 See invisible: +3 Healing mod.: +14% Maximum melody: +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Elutha the copper amulet Elutha the copper amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +3 Dex / +2 Mag Changes resistances: +6% temporal Changes damage: +3% temporal Blindness immunity: +15% Life regen: +1.60 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Velerin the elm vilestaff (10-12 power, 2 apr, darkness element) Velerin the elm vilestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +4 blight Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +8 Con Changes resistances: +6% temporal Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Spell save: +3 (+1 eff.) Life regen: +1.30 Spellpower: +18 (+5 eff.) Spell crit. chance: +4% Light radius: +3 Healing mod.: +27% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 109.41 light damage. Staves designed for wielders of magic, by the greats of the art. |
149 alchemist agate 149 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
ash flute 'Prismfame' (8.5-10.2 power, 3 apr, physical damage) ash flute 'Prismfame' (8.5-10.2 power, 3 apr, physical damage)Requires: - Cunning 16 - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: instrument / flute ; tier 2 Base power: 8.5 - 10.2 Uses stats: 60% Cun, 30% Dex Damage type: Physical Mastery: Instrument Mastery Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target This instrument will act as a bashing device. When wielded/worn: Physical crit. chance: +13.0% Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +7% sound / +3% darkness / +3% lightning / +9% light / +5% arcane / +4% all Changes resistances penetration: +8% nature Physical save: +10 (+3 eff.) Spell save: +20 (+7 eff.) Mental save: +4 (+2 eff.) Teleport immunity: +10% Mindpower: +4 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb 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 (1/1) Rod of Recall (1/1)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, costing 202 power out of 287/400. 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 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), costing 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. |
5 ametrine 5 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eos the Bunnymorph Bard level 31
9th Flare 122nd year of Ascendancy at 06:57 see stats
By Eos the Bunnymorph Bard level 10
76th Pyre 122nd year of Ascendancy at 11:05 see stats
By Eos the Bunnymorph Bard level 20
2nd Mirth 122nd year of Ascendancy at 10:36 see stats
By Eos the Bunnymorph Bard level 30
3rd Summertide 122nd year of Ascendancy at 21:59 see stats
By Eos the Bunnymorph Bard level 32
12nd Dusk 122nd year of Ascendancy at 23:10 see stats
By Eos the Bunnymorph Bard level 14
77th Pyre 122nd year of Ascendancy at 02:52 see stats
By Eos the Bunnymorph Bard level 31
8th Dusk 122nd year of Ascendancy at 10:04 see stats
Log
Nerotha the brecklorn casts Glyph of Paralysis.
Amplifier's Go To Eleven hits Dire wolf for 41 lightning damage.
Amplifier's Go To Eleven killed Dire wolf!
Nerotha the brecklorn casts Glyph of Explosion.
Charged amplifier casts Go To Eleven.
Insidious Poison from Thief hits Charged amplifier for 2 nature damage.
Nerotha the brecklorn is soundshocked!
Charged amplifier's Go To Eleven hits Nerotha the brecklorn for 36 lightning damage.
Nerotha the brecklorn casts Glyph of Explosion.
Eos no longer feels strong.
Talent Abrupt Intro is ready to use.
Eos uses Abrupt Intro.
Eos's mind surges with critical power!
Insidious Poison from Thief hits Charged amplifier for 2 nature damage.
Nerotha the brecklorn shrugs off the effect 'Soundshocked'!
Eos's Abrupt Intro hits Nerotha the brecklorn for 266 sound, 65 lightning (331 total damage).
Nerotha the brecklorn casts Glyph of Explosion.
Eos is no longer channeling electric power.
Amplifier deactivates Song of Focus.
Charged amplifier is no longer poisoned.
Charged amplifier deactivates Song of Focus.
Eos deactivates Song of Resilience.
Eos deactivates Blur Sight.
Eos deactivates Music is Hope.
Eos deactivates Phantasmal Shield.
Eos deactivates Gone Electric.
Eos deactivates Streetwise.