











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 12 / 83% |
| Size | big |
| Lifes / Deaths | Killed by Silenn the dreaming giant venus flytrap at level 11 on the 33rd Dusk 122nd year of Ascendancy at 06:41 / 2Killed by Eilinysekira the slumbering cave bear at level 12 on the 34th Dusk 122nd year of Ascendancy at 15:16 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 37) |
| Dexterity | 9 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 33 (base 28) |
| Cunning | 11 (base 10) |
Resources
| Life | -3/458 |
| Hate | 85/104 |
| Stamina | 202/202 |
| Equilibrium | 0 |
| Healing Factor | 1.2996612116876 |
| Regeneration | 1.884508756947 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +140% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 16 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Darkness | +3% |
| Temporal | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32.511077022655 (88.454810495627%) |
| Defense | 6 |
| Ranged Defense | 8 |
| Fatigue | 26 |
| Physical Save | 24 |
| Spell Save | 14 |
| Mental Save | 22 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 15%( 70%) |
| Lightning | 0%( 70%) |
| Fire | 0%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | You gain 14% resistance against darkness. Resolve |
| detrimental effect | The target is confused, acting randomly (chance 35%) and unable to perform complex actions. Confused |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save, 21/21 damage shrugged off this turn) Rampaging |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * '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.' * You've found the needed honey tree root. | 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 | pair of rough leather boots 'Fuluhek' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +2 Str / +1 Cun Grants telepathy: Demon/Minor Demon/Major Maximum hate: +4.00 Mindpower: +8 (+4 eff.) Infravision radius: +1 A pair of boots made of leather. |
| On hands | restful iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str Life regen: +1.20 Stamina each turn: +0.50 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | hardened leather cap of constitution (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con A cap made of leather. |
| Tool | ash totem of thorny skin [power 28] (3/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cyralrawe the DeepswinnowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Wil Changes resistances: +6% light Changes damage: +3% darkness Mental save: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | steel plate armour 'Glimmerbraid' (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 4 light Changes resistances: +9% light Changes damage: +9% temporal Maximum life: +24.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
| In main hand | insidious dwarven-steel greatmaul of erosion (Misfortune) (151% power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +31 insidious poison / +10 temporal / +14 nature Curse of Misfortune Massive two-handed mauls. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +4 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. |
Inventory
This item will automatically be transmogrified when you leave the level.sun infusion of the duelist (rad 6; power 25; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 25) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Voranor (Nightmares) (100% power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +28 acid When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 5% chance to blind Changes resistances penetration: +5% acid Changes damage: +6% mind / +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +2 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 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 28.97 light damage. Staves designed for wielders of magic, by the greats of the art. |
InfernosinInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +1 Con Changes resistances: +6% acid / +6% blight Changes resistances penetration: +10% fire Grants telepathy: Dragon Infravision radius: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Ravenraptor Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +6% mind / +9% darkness Changes resistances penetration: +5% darkness / +15% mind Changes damage: +9% darkness A belt that goes around your waist. |
cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen cloak 'Porira' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% darkness / +11% cold Mental save: +6 (+3 eff.) Blindness immunity: +10% Confusion immunity: +20% Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +15 (+10 eff.) Spellpower: +2 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gunalelach the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light / +1% physical Physical save: +6 (+3 eff.) Spell save: +7 (+6 eff.) Mental save: +6 (+3 eff.) Silence immunity: +15% Disarm immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of iron boots 'Neryridhevea' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +3% blight / +3% fire / +6% nature Life regen: +0.40 Maximum life: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.steady rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Berelalin the Duathelrune (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% fire / +6% mind / +6% cold Changes resistances penetration: +25% darkness Changes damage: +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +6% blight Mental save: +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.spiked iron plate armour of lightning resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.iron shield (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
5 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. |
Silewyn the dwarven-steel pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +7% darkness / +6% fire Changes resistances penetration: +12% physical Changes damage: +3% arcane Critical mult.: +20.00% Maximum mana: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
AritarInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+3 eff.) Armour penetration: +2 Changes stats: +3 Con Changes resistances: +3% lightning Changes damage: +12% physical Mental save: +6 (+3 eff.) Silence immunity: +20% Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Flashgash'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Changes stats: +1 Str Changes resistances: +6% lightning Changes damage: +12% lightning 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. |
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 (+5 eff.) Mindpower: +5 (+3 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 7 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 50% 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. |
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)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 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 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. |
2 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. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Glahro the Krog Cursed level 11
25th Dusk 122nd year of Ascendancy at 12:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Glahro the Krog Cursed level 10
11st Dusk 122nd year of Ascendancy at 04:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Glahro the Krog Cursed level 9
9th Dusk 122nd year of Ascendancy at 22:13 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Glahro the Krog Cursed level 11
33rd Dusk 122nd year of Ascendancy at 06:41 see stats
Log
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Eilinysekira the slumbering cave bear converts some damage to Psi!
Glahro hits Eilinysekira the slumbering cave bear for 0 to psi, 1 light, 0 to psi, 1 light, 0 to psi, 1 light, 0 to psi, 1 light (5 total damage).
Eilinysekira the slumbering cave bear hits Glahro for 0 blight, 0 darkness, 3 acid, 1 blight, 4 darkness, 3 blight, 3 darkness, 10 acid, 1 blight, 4 darkness (30 total damage).
Raze hits Glahro for 0 darkness, 0 darkness, 4 darkness, 4 darkness, 4 darkness, 4 darkness, 4 darkness, 3 darkness, 4 darkness, 4 darkness (31 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Glahro is confused and fails to use Ruined Earth.
Glahro has shrugged off 21 damage and is ready for more.
Glahro is not stunned anymore.
Talent Defiling Touch is ready to use.
Talent Dig is ready to use.
Talent Cursed Sentry is ready to use.
Talent Aura of Silence is ready to use.
Eilinysekira the slumbering cave bear is no longer weakened.
Eilinysekira the slumbering cave bear uses Greater Weapon Focus.
Glahro is invigorated by the attack!
Glahro's mind surges with critical power!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Glahro is invigorated by the attack!
Saving game...














































































