










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! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
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Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 19 / 14% |
Size | medium |
Lifes / Deaths | Killed by grave wight at level 19 on the 1st Wintertide 123rd year of Ascendancy at 18:36 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 63 (base 47) |
Dexterity | 21 (base 11) |
Constitution | 41 (base 41) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 28 (base 10) |
Resources
Life | -89/648 |
Stamina | 184/189 |
Equilibrium | 0 |
Healing Factor | 1.2281403954777 |
Regeneration | 15.525725799969 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 99 |
Accuracy | 35 |
Crit Chance | 29% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Mind | +3% |
Temporal | +6% |
Nature | +6% |
Physical | +6% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Defense: Base
Armour (hardiness) | 48.08934837382 (81.151787968034%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 26 |
Physical Save | 32 |
Spell Save | 12 |
Mental Save | 22 |
Defense: Resistances
Darkness | + 16%( 70%) |
Acid | + 7%( 70%) |
Nature | + 22%( 70%) |
Temporal | + 10%( 70%) |
Blight | + 18%( 70%) |
Cold | + 31%( 70%) |
Fire | + 46%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 11% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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. The fortress's current energy level is: 1. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. 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 warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) (-) Light radius: +3 (-) See stealth: +7 (-) See invisible: +7 (-) 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 | ![]() Sepsishunger the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +7(-) Cun / +4(-) Wil Changes resistances: +6%(-) fire / +6%(-) cold Changes damage: +6%(-) nature / +3%(-) mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Elenor the Duathelwill (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Damage (Melee): 0(-10) item expose Changes stats: +2(-) Str Changes resistances: +9%(-) darkness / +3%(-) temporal Changes damage: +6%(-) temporal Infravision radius: +2 (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() treant's copper ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6%(-) nature / +6%(-) blight Poison immunity: +11% (-) Disease immunity: +12% (-) Disarm immunity: +20% (-) Pinning immunity: +20% (-) Knockback immunity: +20% (-) Maximum life: +21.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +0%(-6%) nature / +0%(-6%) blight Poison immunity: +0% (-11%) Disease immunity: +0% (-12%) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Cuthehor the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 42% Damage (Melee): 0(-10) item nature slow Changes stats: +3(-) Dex / +1(-) Wil Changes resistances: +6%(-) blight Reduces incoming crit damage: 5.00% (-) Maximum life: +31.00 (-) Light radius: +3 (-) A belt that goes around your waist. |
In main hand | ![]() Stormfront (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15(-) lightning / +15(-) cold When wielded/worn: Changes damage: +12%(-) lightning / +12%(-) cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
On hands | ![]() sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +8 (-) Fatigue: +3% (-) Damage (Melee): 5(-) physical Changes stats: +2(-) Str Changes damage: +6%(-) physical 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. |
Main armor | ![]() Halusta the Infernokiller (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 (-) Fatigue: +17% (-) Damage when hit (Melee): 8(-) fire Changes resistances: +36%(-) fire Changes resistances penetration: +5%(-) fire Physical save: +7 (+4 eff.) (-) Life regen: +2.70 (-) Stamina each turn: +0.60 (-) A suit of armour made of metal plates. |
Cloak | ![]() resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Changes stats: +3(-) Cun / +2(-) Dex 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. |
Around neck | ![]() restful steel amulet of cunning (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +4(-) Cun Life regen: +2.00 (-) Amulets make your neck look great! |
Inventory
![]() Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(+0.0 - +6.0) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (-8) Crit. chance: +1.5% (-3.5%) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() cleansing steel plate armour of the deep (0 def, 11 armour) Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 (-4) Fatigue: +22% (+5%) Damage when hit (Melee): 0(-8) fire Changes resistances: +5% acid / +11% blight / +6% cold / +11% nature / +0%(-36%) fire Changes resistances penetration: +0%(-5%) fire Allows you to breathe in: water Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Life regen: +0.00 (-2.70) Stamina each turn: +0.00 (-0.60) A suit of armour made of metal plates. |
![]() Rainedge (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +2% (-5%) Effects on melee hit: * 20% chance to slow global speed by 42% Changes stats: +3(-1) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +3% temporal / +8% fire / +3%(-7%) nature / +10%(-10%) cold Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +3 (-) See stealth: +0 (-7) See invisible: +0 (-7) 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. |
![]() iron pickaxe 'Xetta' (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Fatigue: -5% Damage (Melee): 0(-10) item expose Changes stats: +3(+1) Str Changes resistances: +0%(-9%) darkness / +0%(-3%) temporal Changes resistances penetration: +5% physical Changes damage: +0%(-6%) temporal Reduces incoming crit damage: 5.00% Spell save: +9 (+8 eff.) Poison immunity: +10% Confusion immunity: +20% Infravision radius: +0 (-2) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item expose Changes stats: +1(-1) Str Changes resistances: +0%(-3%) temporal / +10% nature / +0%(-9%) darkness Changes damage: +5% nature / +0%(-6%) temporal Infravision radius: +0 (-2) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Damage (Melee): 0(-10) item expose Changes stats: +5 Lck / +0(-2) Str Changes resistances: +0%(-9%) darkness / +0%(-3%) temporal Changes damage: +0%(-6%) temporal Trap disarming bonus: +5 Infravision radius: +0 (-2) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) When carried: Talent granted: +0(+-1) Dig 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 198/400. 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. |
Achievements
By Ilegnan the Cornac Berserker level 18
71st Haze 122nd year of Ascendancy at 11:08 see stats
By Ilegnan the Cornac Berserker level 18
68th Haze 122nd year of Ascendancy at 06:24 see stats
By Ilegnan the Cornac Berserker level 19
78th Haze 122nd year of Ascendancy at 18:04 see stats
By Ilegnan the Cornac Berserker level 10
25th Haze 122nd year of Ascendancy at 14:41 see stats
By Ilegnan the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 10:19 see stats
By Ilegnan the Cornac Berserker level 7
77th Dusk 122nd year of Ascendancy at 00:45 see stats
By Ilegnan the Cornac Berserker level 16
66th Haze 122nd year of Ascendancy at 11:50 see stats
Log
Girithra the dredge hits Iceblock for 95 physical, 10 light, 10 light, 88 physical, 10 light (210 total damage).
Girithra the dredge is free from the ice.
Headless horror shoves 3-headed hydra aside.
Grave wight is hexed!
Girithra the dredge's light area effect hits Ilegnan for 19 light damage.
Grave wight's glacial vapour area effect hits 3-headed hydra for 22 cold damage.
Grave wight's glacial vapour area effect hits Ilegnan for 17 cold damage.
Grave wight's glacial vapour area effect hits Forest troll for 27 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Headless horror for 3 cold damage.
Grave wight's glacial vapour area effect hits Girithra the dredge for (10 flat reduction), 12 cold (12 total damage).
Ilegnan is no longer attuned.
Curse of Death from Eldritch eye hits Ilegnan for 24 darkness damage.
Space around you starts to dissolve...
Ilegnan attunes to the damage.
Grave wight drains experience from Ilegnan!
Grave wight's glacial vapour area effect hits Headless horror for 3 cold damage.
Grave wight's glacial vapour area effect hits Ilegnan for 17 cold damage.
Grave wight's glacial vapour area effect hits Forest troll for 27 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Girithra the dredge for (10 flat reduction), 12 cold (12 total damage).
Grave wight's glacial vapour area effect hits Eldritch eye for 27 cold damage.
Grave wight hits Ilegnan for 1 blight damage.
Melee retaliation hits Grave wight for 8 fire damage.
Melee retaliation hits Forest troll for 11 fire damage.
Forest troll hits Ilegnan for 7 physical damage.
Ilegnan the level 19 cornac berserker was chilled to death by a grave wight on level 1 of Eremugosin.
Ilegnan no longer revels in blood quite so much.
Space restabilizes around you.