Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers of Rage 1.5.0Official 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 1.5.9Official 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.
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 20 / 21% |
Size | medium |
Lifes / Deaths | Killed by Ivutta the orc soldier at level 20 on the 79th Haze 122nd year of Ascendancy at 22:05 / 1 |
Primary Stats
Strength | 49 (base 21) |
Dexterity | 12 (base 10) |
Constitution | 60 (base 33) |
Magic | 48 (base 48) |
Willpower | 19 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -60/816 |
Mana | 139/139 |
Insanity | 88/100 |
Positive | 36/107 |
Healing Factor | 1.5560869565218 |
Regeneration | 1.3226739130435 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 7 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 58 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Mind | +39% |
Physical | +36% |
Light | +27% |
All | +15% |
Offense: Damage Penetration
Blight | +20% |
Physical | +8% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 57.521305378697 (74.117647058824%) |
Defense | 21 |
Ranged Defense | 25 |
Fatigue | 20 |
Physical Save | 48 |
Spell Save | 33 |
Mental Save | 25 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 19%( 70%) |
All | + 13%( 70%) |
Darkness | + 26%( 70%) |
Light | + 41%( 70%) |
Physical | + 20%( 70%) |
Fire | + 20%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 29% |
Fear Resistance | 100% |
Poison Resistance | 90% |
Blind Resistance | 25% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Disarm Resistance | 32% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 46.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 30 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 197 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Premonition |
detrimental effect | The target is hexed. Each time it uses an ability it takes 31.85 fire damage, and talent cooldowns are increased by 43% plus 1 turn. Burning Hex |
beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
beneficial effect | Reduces blight damage received by 15%. Premonition Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
detrimental effect | The target is on fire, taking 22.39 fire damage per turn. Burning |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | 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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed green worm. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Splendourgrind' (0 def, 12 armour) pair of drakeskin leather boots 'Splendourgrind' (0 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: -2% Damage when hit (Melee): 8 light Changes resistances: +9% fire Physical save: +9 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +7 (+3 eff.) Stamina each turn: +0.70 Maximum life: +52.00 Light radius: +3 Infravision radius: +2 Movement speed: +10% A pair of boots made of leather. |
Light source | Ce'Nonne Ce'NonneCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +9% light / +5% arcane Physical save: +6 (+2 eff.) Poison immunity: +5% Silence immunity: +10% Pinning immunity: +5% 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 Heavy 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 (+4 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 | Ulfoziladig the iron pickaxe (dig speed 30 turns) Ulfoziladig the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Changes stats: +1 Str / +1 Dex / +1 Cun Changes damage: +6% physical Maximum stamina: +20.00 Infravision radius: +2 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Isalraba' copper ring 'Isalraba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +1% physical Physical save: +6 (+2 eff.) Blindness immunity: +15% Poison immunity: +5% Disarm immunity: +32% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
On fingers | warrior's steel ring of light (+24%) warrior's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Around waist | Issinarivon the Sepsisresolve Issinarivon the SepsisresolveInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 mind Changes resistances: +6% nature Changes damage: +24% mind Life regen: +0.60 Healing mod.: +13% A belt that goes around your waist. |
In main hand | dwarven-steel mace 'Halerain' (26-36.4 power, 4 apr) dwarven-steel mace 'Halerain' (26-36.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Damage (Melee): +8 cold When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +8% physical / +10% temporal Grants telepathy: Dragon Blunt and deadly. |
On hands | sand hardened leather gloves (0 def, 8 armour) sand hardened leather gloves (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 7 physical Changes damage: +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Loridekath the steel mail armour (2 def, 9 armour) Loridekath the steel mail armour (2 def, 9 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 7 light Changes stats: +5 Wil Changes resistances: +8% acid / +7% physical / +15% darkness / +11% blight / +7% cold Changes resistances penetration: +20% blight / +5% temporal Allows you to breathe in: water Physical save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Light radius: +2 A suit of armour made of mail. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | serendipitous steel amulet of vision serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +7 Lck Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Inventory
phase door rune of the wizard (range 9; power 30; dur 4) phase door rune of the wizard (range 9; power 30; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Cracklescar (2 def, 0 armour) Cracklescar (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +2 Defense: +2 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +1 Cun / +2 Dex Changes damage: +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Halirand the linen cloak (1 def, 0 armour) Halirand the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 8 acid / 4 physical Changes stats: +3 Str / +3 Dex / +2 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nylaith the Corpsesteel (2 def, 1 armour) Ce'Nylaith the Corpsesteel (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes resistances: +12% acid Changes resistances penetration: +5% acid Changes damage: +3% nature A pair of boots made of leather. |
pair of iron boots 'Neruriawe' (0 def, 3 armour) pair of iron boots 'Neruriawe' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% cold / +6% fire Changes damage: +6% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves of butchering (0 def, 1 armour) corrosive rough leather gloves of butchering (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +1 Damage (Melee): 5 acid Changes resistances: +6% blight / +6% acid Changes damage: +4% acid Spell save: +8 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of strength (+2) (0 def, 1 armour) umbral rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap 'Ce'Numina' (0 def, 1 armour) rough leather cap 'Ce'Numina' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Wil / +2 Cun / +1 Con Changes resistances: +12% lightning Mindpower: +3 (+1 eff.) A cap made of leather. |
spiked cured leather armour of lightning resistance (2 def, 4 armour) spiked cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical Changes resistances: +19% lightning A suit of armour made of leather. |
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. |
2 aquamarine 2 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. |
3 opal 3 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel 8 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. |
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 (68 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 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), 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. |
iron torque of thermal psionic shield [power 23] (20 cooldown) iron torque of thermal psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of kinetic psionic shield [power 17] (16 cooldown) quick iron torque of kinetic psionic shield [power 17] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
10 citrine 10 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. |
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 Bob Finnik the Ghoul Writhing One level 11
49th Dusk 122nd year of Ascendancy at 10:05 see stats
By Bob Finnik the Ghoul Writhing One level 17
51st Haze 122nd year of Ascendancy at 22:48 see stats
By Bob Finnik the Ghoul Writhing One level 10
31st Dusk 122nd year of Ascendancy at 06:43 see stats
By Bob Finnik the Ghoul Writhing One level 20
78th Haze 122nd year of Ascendancy at 05:27 see stats
By Bob Finnik the Ghoul Writhing One level 13
12nd Haze 122nd year of Ascendancy at 19:50 see stats
By Bob Finnik the Ghoul Writhing One level 7
26th Dusk 122nd year of Ascendancy at 07:28 see stats
By Bob Finnik the Ghoul Writhing One level 4
14th Dusk 122nd year of Ascendancy at 18:42 see stats
By Bob Finnik the Ghoul Writhing One level 15
38th Haze 122nd year of Ascendancy at 04:14 see stats
By Bob Finnik the Ghoul Writhing One level 18
53rd Haze 122nd year of Ascendancy at 04:33 see stats
Log
Ivutta the orc soldier hits Bob Finnik for 26 fire damage.
Storm drake resists the mind attack!
Talent Anarchic Walk is ready to use.
Bob Finnik hits Storm drake for 6 temporal, 20 light, 3 mind (30 total damage).
Storm drake hits Bob Finnik for 15 physical damage.
Xaren misses Bob Finnik.
Faeros casts Flame.
Ivutta the orc soldier casts Soul Rot.
Emelodhedhena the snow giant uses Infusion: Wild.
Emelodhedhena the snow giant is no longer covered in gore.
Emelodhedhena the snow giant is cured!
Emelodhedhena the snow giant lessens the pain.
Dissolved Face from Bob Finnik hits Fire drake hatchling for 51 darkness damage.
Dissolved Face from Bob Finnik hits Storm drake hatchling for 46 darkness damage.
Dissolved Face from Bob Finnik hits Storm drake hatchling for 51 darkness damage.
Dissolved Face from Bob Finnik hits Storm drake for 55 darkness damage.
Dissolved Face from Bob Finnik hits Xaren for 54 darkness damage.
Dissolved Face from Bob Finnik hits Storm drake hatchling for 48 darkness damage.
Dissolved Face from Bob Finnik hits Dredge for 25 darkness damage.
Dissolved Face from Bob Finnik hits Faeros for 31 darkness damage.
Dissolved Face from Bob Finnik hits Snow giant for 41 darkness damage.
Dissolved Face from Bob Finnik hits Emelodhedhena the snow giant for 39 darkness damage.
Dissolved Face from Bob Finnik hits Forest wight for 54 darkness damage.
Bob Finnik hits Storm drake hatchling for 12 temporal, 18 light, 6 mind (36 total damage).
Dissolved Face from Bob Finnik hits Greater faeros for 53 darkness damage.
Storm drake hatchling hits Bob Finnik for 6 physical damage.
Bob Finnik is on fire!
Faeros's Flame hits Bob Finnik for 53 fire damage.
Ivutta the orc soldier roars triumphantly.
Saving game...