Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Items Vault 1.3.0Donators/Buyers bonus! Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Brawler |
Level / Exp | 20 / 4% |
Size | big |
Lifes / Deaths | Killed by Belidhetha the brittle clear ooze at level 3 on the 77th Pyre 122nd year of Ascendancy at 19:14 0 / 6Killed by snow giant boulder thrower at level 18 on the 76th Dusk 122nd year of Ascendancy at 00:58 Killed by Urkis, the High Tempest at level 19 on the 37th Haze 122nd year of Ascendancy at 00:52 Killed by Urkis, the High Tempest at level 19 on the 37th Haze 122nd year of Ascendancy at 03:43 Killed by Emylenne the blade horror at level 20 on the 39th Haze 122nd year of Ascendancy at 15:16 Killed by Emylenne the blade horror at level 20 on the 39th Haze 122nd year of Ascendancy at 16:33 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 53 (base 48) |
Constitution | 33 (base 10) |
Magic | 13 (base 10) |
Willpower | 20 (base 10) |
Cunning | 44 (base 41) |
Resources
Mana | 204/214 |
Life | -31/499 |
Paradox | 300 |
Hate | 96/100 |
Psi | 66/110 |
Vim | 176/176 |
Positive | 0/107 |
Stamina | 1/172 |
Equilibrium | 15 |
Healing Factor | 1 |
Regeneration | 4.7983446692309 |
Speed
Mental | +22.4% |
Attack | 0% |
Movement | +148% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Barehand
Damage | 39 |
Accuracy | 37 |
Crit Chance | 18% |
APR | 6 |
Speed | 0.49 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 25.8 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
All | +3% |
Defense: Base
Armour (hardiness) | 24 (53.130841121495%) |
Defense | 31.246465369844 |
Ranged Defense | 31.246465369844 |
Fatigue | 19 |
Physical Save | 31 |
Spell Save | 25.275 |
Mental Save | 30.2 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 156 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 243.09 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Trained Reactions |
talent | Uttercold |
talent | Wild Growth |
talent | Call Shadows |
talent | Beyond the Flesh |
talent | Striking Stance |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
detrimental effect | Slowed by 50% and taking 53 crushing damage per turn. Imploding (slow) |
beneficial effect | Countering melee attacks: Has a 48% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | The target is recovering 19 life each turn. Recovery |
detrimental effect | The gloom has confused the target, making it act randomly (49% chance) and unable to perform complex actions. Confused by the gloom |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 3%. Strength and Willpower are increased by 2. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed) Rampaging |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 17. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | steel dagger of shearing (13-16.9 power, 6 apr) steel dagger of shearing (13-16.9 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Changes resistances penetration: +5% physical Changes damage: +6% physical Sharp, short and deadly. |
Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Dourenvy the yew wand of conjuration [power 307] (14 cooldown) Dourenvy the yew wand of conjuration [power 307] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% blight Changes resistances penetration: +5% blight It can be used to fire a bolt of a random element (dam 154-307), putting all charms on cooldown for 14 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 clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
On fingers | Radholendur the steel ring Radholendur the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +1 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
Around waist | hardened leather belt 'Emelylrath' hardened leather belt 'Emelylrath'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +6% blight Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Main armor | reinforced leather armour 'Layoseba' (4 def, 7 armour) reinforced leather armour 'Layoseba' (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+3 eff.) Fatigue: +8% Damage (Melee): 6 darkness Damage (Ranged): 6 darkness Damage when hit (Melee): 13 physical Changes stats: +1 Con Changes resistances: +11% temporal / +13% light / +27% darkness Changes damage: +12% arcane Spellpower: +4 (+2 eff.) Spell crit. chance: +1% Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
On feet | Xerenne the Kindlewisp (0 def, 10 armour) Xerenne the Kindlewisp (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 40% chance to blind Changes damage: +6% light / +3% temporal Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | spellstreaming rough leather gloves of the starseeker (0 def, 1 armour) spellstreaming rough leather gloves of the starseeker (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +1 Mag Changes resistances: +6% light / +6% darkness Mana each turn: +0.12 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Infravision radius: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Elemental bolt (10% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +10 light / +10 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 38.63 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +1 Str / +2 Con Physical 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 | copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
Inventory
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 73.66 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
Beloran (dig speed 38 turns) Beloran (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +3% light / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 384/400. 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. |
Achievements
By Brawlie the Shalore Brawler level 15
53rd Dusk 122nd year of Ascendancy at 12:48 see stats
By Brawlie the Shalore Brawler level 19
37th Haze 122nd year of Ascendancy at 03:43 see stats
By Brawlie the Shalore Brawler level 16
54th Dusk 122nd year of Ascendancy at 09:26 see stats
By Brawlie the Shalore Brawler level 10
7th Flare 122nd year of Ascendancy at 22:25 see stats
By Brawlie the Shalore Brawler level 20
39th Haze 122nd year of Ascendancy at 07:38 see stats
By Brawlie the Shalore Brawler level 13
35th Dusk 122nd year of Ascendancy at 16:31 see stats
By Brawlie the Shalore Brawler level 19
37th Haze 122nd year of Ascendancy at 03:43 see stats
By Brawlie the Shalore Brawler level 9
7th Flare 122nd year of Ascendancy at 04:46 see stats
By Brawlie the Shalore Brawler level 14
47th Dusk 122nd year of Ascendancy at 19:15 see stats
By Brawlie the Shalore Brawler level 16
73rd Dusk 122nd year of Ascendancy at 09:24 see stats
Log
Your hatred grows even as your life fades! (+4 hate)
Brawlie is lost in despair!
Brawlie hits Emylenne the blade horror for (8 to psi shield), 4 physical, 8 blight (12 total damage).
Beyond the Flesh hits Brawlie for (7 resist armour), 51 physical, (7 resist armour), 1 light, (7 resist armour), 17 physical (69 total damage).
Your hatred grows even as your life fades! (+4 hate)
Emylenne the blade horror evades Brawlie.
Brawlie receives 19 healing.
Imploding (slow) from Emylenne the blade horror hits Brawlie for (7 resist armour), 46 physical (46 total damage).
Brawlie casts Rune: Reflection Shield.
A shield forms around Brawlie.
You feel your rampage slowing down. (-1 duration)
Brawlie is confused and fails to use Attack.
Emylenne the blade horror uses Kinetic Leech.
Brawlie shrugs off the effect 'Slow'!
Brawlie reflects damage back to Emylenne the blade horror!
Brawlie hits Emylenne the blade horror for 84 reflected, 1 reflected, (9 to psi shield), 5 physical, 8 blight, 17 reflected (114 total damage).
Beyond the Flesh hits Brawlie for (7 resist armour), (84 absorbed), 0 physical, (7 resist armour), (1 absorbed), 0 light, (7 resist armour), (17 absorbed), 0 physical (0 total damage).
Brawlie misses Emylenne the blade horror.
Brawlie reflects damage back to Emylenne the blade horror!
Brawlie receives 19 healing.
Brawlie hits Emylenne the blade horror for 46 reflected damage.
Imploding (slow) from Emylenne the blade horror hits Brawlie for (7 resist armour), (46 absorbed), 0 physical (0 total damage).
Emylenne the blade horror uses Slash.
Your shield crumbles under the damage!
The shield around Brawlie crumbles.
Your hatred grows even as your life fades! (+10 hate)
You twist your body in complex ways mitigating the blow by 25.
Brawlie is no longer being stalked by Emylenne the blade horror.
Saving game...