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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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 | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Necromancer |
Level / Exp | 20 / 27% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 70 (base 48) |
Willpower | 23 (base 13) |
Cunning | 48 (base 38) |
Resources
Life | 363/363 |
Mana | 308/341 |
Soul | 11/11 |
Healing Factor | 1.1200003099961 |
Regeneration | 4.312001193485 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 11 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 31 |
Accuracy | 5 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +4% |
Cold | +26% |
All | 0% |
Darkness | +9% |
Light | +8% |
Mind | +15% |
Lightning | +6% |
Fire | +9% |
Nature | +15% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 6 (34%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 41 |
Mental Save | 25 |
Defense: Resistances
Darkness | + 26%( 70%) |
Acid | + 19%( 70%) |
Light | + 18%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Fire | + 22%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Teleport Resistance | 10% |
Stun Resistance | 21% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 53% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 39% faster, and you are invisible (power 27). Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Hiemal Shield |
talent | Aura of Undeath |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
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 |
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 within3 lumberjacks have died. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 44% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Hellsstake HellsstakeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +15 (+8 eff.) Changes resistances: +6% fire Changes resistances penetration: +5% mind Changes damage: +6% mind / +9% fire Physical save: +3 (+1 eff.) Maximum life: +40.00 Light radius: +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 | Jettitan (1 def, 0 armour) Jettitan (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +6% lightning / +3% darkness Spell save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | Zubymisebeth the voratun pickaxe (dig speed 14 turns) Zubymisebeth the voratun pickaxe (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Str / +2 Mag / +2 Cun Changes resistances: +13% darkness Damage affinity(heal): +15% darkness Reduces incoming crit damage: 10.00% Infravision radius: +11 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Chillwreck the copper ring Chillwreck the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% acid Changes resistances penetration: +5% mind Changes damage: +9% mind / +3% cold Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +28% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +29.00 Rings make your fingers look great! |
Around waist | Khelurain the rough leather belt Khelurain the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +3% temporal / +9% fire Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Mindpower: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In main hand | ash magestaff 'Ebonybearer' (115% power, 3 apr, cold element) ash magestaff 'Ebonybearer' (115% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +4% Effects on melee hit: * 20% chance to reduce armor by 34% Changes stats: +2 Mag / +3 Wil Changes damage: +3% acid / +17% cold / +6% darkness Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Maximum mana: +18.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | Siliba the Rootmaster (0 def, 2 armour) Siliba the Rootmaster (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 light / 7 arcane Changes stats: +3 Str / +2 Dex / +3 Mag / +4 Wil / +3 Cun Changes resistances: +6% acid / +7% light / +6% arcane Changes damage: +3% acid / +4% arcane / +15% nature / +8% light Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | focusing woollen robe of life (0 def, 0 armour) focusing woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +6% blight / +9% all Life regen: +1.60 Mana each turn: +0.10 Psi each turn: +0.10 Maximum life: +46.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled linen cloak of implacability (1 def, 0 armour) spellcowled linen cloak of implacability (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Physical save: +5 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Frozenimmortal the copper amulet Frozenimmortal the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% light / +13% temporal Changes damage: +6% cold Pinning immunity: +20% Knockback immunity: +33% Teleport immunity: +10% Only die when reaching: -80.00 life Amulets make your neck look great! |
Inventory
savior's steel amulet of magic (+3) savior's steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Physical save: +12 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +11 (+5 eff.) Disease immunity: +15% Amulets make your neck look great! It was changed by the digestive sack. |
Scumfiend the steel dagger (101% power, 6 apr) Scumfiend the steel dagger (101% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 46% On weapon crit: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +2 Physical crit. chance: +11.0% Physical power: +8 (+4 eff.) Defense: +30 (+20 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical Sharp, short and deadly. |
Lisedana the dwarven-steel gauntlets (0 def, 2 armour) Lisedana the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +12 (+6 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +6 Str / +3 Mag / +1 Cun Changes resistances penetration: +5% mind Changes damage: +5% arcane Mental crit. chance: +2% 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. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
64 alchemist agate 64 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. |
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. |
2 opal 2 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Activation costs 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 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Krushak the Ogre Necromancer level 10
8th Flare 122nd year of Ascendancy at 08:19 see stats
By Krushak the Ogre Necromancer level 10
8th Flare 122nd year of Ascendancy at 08:18 see stats
By Krushak the Ogre Necromancer level 20
53rd Dusk 122nd year of Ascendancy at 01:01 see stats
By Krushak the Ogre Necromancer level 16
30th Dusk 122nd year of Ascendancy at 00:46 see stats
By Krushak the Ogre Necromancer level 3
76th Pyre 122nd year of Ascendancy at 04:18 see stats
By Krushak the Ogre Necromancer level 9
9th Mirth 122nd year of Ascendancy at 02:04 see stats
By Krushak the Ogre Necromancer level 16
37th Dusk 122nd year of Ascendancy at 03:23 see stats
By Krushak the Ogre Necromancer level 15
29th Dusk 122nd year of Ascendancy at 04:20 see stats
Log
You gain 4.39 gold from the transmogrification of traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 4.43 gold from the transmogrification of dreamer's woollen robe of blight (+14%) (0 def, 0 armour).
You gain 12.06 gold from the transmogrification of Polanor the Ravenpall (107% power, 3 apr).
You gain 1.32 gold from the transmogrification of shocking steel steamsaw (112% power, 0 apr).
You gain 2.90 gold from the transmogrification of manaburning steel steamsaw (103% power, 0 apr).
You gain 4.82 gold from the transmogrification of potent ash starstaff of wizardry (115% power, 3 apr, physical element).
You gain 6.41 gold from the transmogrification of infernal ash starstaff of fate (111% power, 3 apr, temporal element).
You gain 2.10 gold from the transmogrification of ash vilestaff of fate (111% power, 3 apr, acid element).
You gain 2.88 gold from the transmogrification of ash starstaff of warding (111% power, 3 apr, physical element).
You gain 8.35 gold from the transmogrification of ash starstaff 'Cindermark' (111% power, 3 apr, temporal element).
You gain 2.10 gold from the transmogrification of ash magestaff of fate (111% power, 3 apr, fire element).
You gain 16.24 gold from the transmogrification of Quenchdream (100% power, 2 apr, light element).
You gain 0.50 gold from the transmogrification of cured leather sling.
You gain 2.55 gold from the transmogrification of horrifying thorny mindstar of balance (97% power, 24 apr, mind damage).
You gain 1.78 gold from the transmogrification of horrifying thorny mindstar (91% power, 24 apr, mind damage).
You gain 23.42 gold from the transmogrification of Eremarin the Glintborn (88% power, 18 apr, mind damage).
You gain 5.00 gold from the transmogrification of Charged Focus (100% power, 24 apr, lightning damage).
You gain 6.13 gold from the transmogrification of balanced steel mace of evisceration (105% power, 3 apr).
You gain 12.45 gold from the transmogrification of iron longsword 'Splendourstake' (105% power, 2 apr).
You gain 14.96 gold from the transmogrification of Oozepython the steel longsword (109% power, 3 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (138% power, 2 apr).
You gain 4.74 gold from the transmogrification of balanced iron greatmaul of persecution (117% power, 1 apr).
You gain 3.20 gold from the transmogrification of steel battleaxe of crippling (128% power, 2 apr).
You gain 1.64 gold from the transmogrification of shielding rune (absorb 216; dur 4; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; mental; dur 3; cd 11).
You gain 1.75 gold from the transmogrification of regeneration infusion of the psychic (heal 354; 13 cd).
Saving game...
Saving done.