








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Brawler |
| Level / Exp | 28 / 2% |
| Size | small |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 28 on the 40th Regrowth 123rd year of Ascendancy at 12:46 / 2Killed by Zuburikira the heavy bone giant at level 28 on the 40th Regrowth 123rd year of Ascendancy at 14:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 62 (base 59) |
| Constitution | 49 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 41 (base 10) |
| Cunning | 72 (base 51) |
Resources
| Life | -347/694 |
| Stamina | 270/278 |
| Healing Factor | 1.6232873839944 |
| Regeneration | 23.633553533111 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 39.286009934143 |
| See Invisible | 39.286009934143 |
Offense: Barehand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 31% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Lightning | +40% |
| Nature | +23% |
| Physical | +17% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 38 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 45%( 70%) |
| Cold | + 58%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 45%( 70%) |
| Light | + 38%( 70%) |
| Lightning | + 62%( 70%) |
| Mind | + 33%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Confusion Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
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: 14 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: 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
| Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Pugilism | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 4/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You failed to protect the injured seer from death by white crystal. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed storm wyrm claw. * You've found the needed vial of squid ink. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +6 Con defense ------ Armor +3 Physical save +13 (+5 eff.) Mind save +13 (+4 eff.) Rush: Puts all charms on 25 cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Adunne the Sepsisvault (14/14, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +8 nature On-Hit, radius 1 +8 nature +16 cold On-crit, radius 2 +12 nature +4 cold On Hit: * 20% chance to slow global speed by 54% Arrows are used with bows to pierce your foes to death. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+3 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+1 eff.) Spell save +8 (+3 eff.) Life +60.00 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Ignore Armor +12 Critical Rate +8.0% Attack Speed 100% On-hit +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | Duatheltickler (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +34% lightning +6% darkness On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Defense +3 (+1 eff.) Resistance +50% lightning +6% nature +9% acid A pointy cloth hat, very wizardly... |
| Tool | soothing elven-wood totem of healing [power 398] (13/15 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.44 cold and 15.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | gold amulet 'Strikescar'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +4.0% Critical power +10.00% Damage +6% lightning +9% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +18% light +18% darkness Blind Resist +31% Amulets make your neck look great! |
| Main armor | dreamer's silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% darkness +12% mind +13% all Physical save +14 (+5 eff.) Spell save +13 (+5 eff.) Mind save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | preserving alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +8% blight +3% all Spell save +6 (+2 eff.) Life Regen +7.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | regal cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil defense ------ Defense +2 (+0 eff.) Physical save +7 (+3 eff.) Mind save +14 (+4 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
Burn's kiss0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Mind Crit +3% Critical power +10.00% Damage +6% mind defense ------ Resistance +18% fire other ------- Max psi +50.00 Masteries +0.27 Technique/Combat techniques Amulets make your neck look great! |
Chalyregozor the Demonwedge (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +4 Mag +2 Wil offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +15% blight +13% physical Ignore resists +15% darkness Accuracy +13 (+4 eff.) other ------- Mana/turn +0.08 Massive two-handed battleaxes. |
Hariharabers the steel dagger (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +4 mind While equipped: Stats +1 Mag +1 Wil offense ------ Ignore resists +10% blight Ignore Shields +30% On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Spell save +15 (+5 eff.) other ------- Mana/turn +0.04 Sharp, short and deadly. |
Frigidraze (44-65 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Wil +4 Cun +1 Con offense ------ Damage +3% cold Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Light +2 See Invis +18 Massive two-handed mauls. |
steel greatsword 'Quenchwrest' (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 mind On-Hit, radius 1 +20 mind On-crit, radius 2 +20 darkness On Hit: * 20% chance to reduce all saves and defense by 27 * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +13% acid Ignore resists +19% acid When Hit 10 cold Massive two-handed swords. |
Flashgrit the dwarven-steel mace (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Disrupt Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Damage Against +10% Unnatural While equipped: Stats +1 Wil offense ------ Damage +3% lightning +3% light +6% acid Ignore resists +20% acid When Hit 6 light defense ------ Resistance +18% light Blunt and deadly. |
hardened leather sling 'Glowsteel'4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-Hit, radius 1 +8 light While equipped: Stats +1 Mag +3 Wil +9 Con offense ------ Damage +6% light defense ------ Resistance +6% nature Crit Resistance 15.00% other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 120 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
yew magestaff of protection (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% arcane defense ------ Resistance +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blue-steel trident of enduring (22-34 power, 8 apr)3.0 Encumbrance T2 trident 2H weapon [Ego+] Nature Weapon Damage 21.5 - 34.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% While equipped: Stats +10 Con +10 Wil defense ------ Life +24.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel waraxe of rage (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +6% physical Accuracy +7 (+2 eff.) One-handed war axes. |
truestriking dwarven-steel waraxe of rage (18-26 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Str offense ------ Damage +8% physical Ignore resists +7% physical Accuracy +22 (+7 eff.) Ignore Armor +7 One-handed war axes. |
Crackleguile1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +5% lightning When Hit 10 lightning defense ------ Fatigue -6% Resistance +6% cold +6% nature +9% light Life Regen +4.00 Disarm Resist +10% other ------- Encumbrance +32 A belt that goes around your waist. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
verdant cashmere robe of protection (3 def, 2 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Damage +7% nature defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +11% all Physical save +16 (+6 eff.) Poison Resist +20% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dayfame (2 def, 15 armour)14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Physical Crit +3.0% Physical Power +20 (+6 eff.) Accuracy +20 (+6 eff.) When Hit 8 physical defense ------ Armor +15 Defense +2 (+0 eff.) Fatigue +12% other ------- Light +3 A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +2 (+0 eff.) Fatigue +12% Resistance +5% acid +5% cold other ------- Breathe water A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
118 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
13 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
barbed pouch of dwarven-steel shots (19/19, 36-44 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 19 On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
steel torque of gale force 'Betholrathra' [power 180] (13/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Armor +4 Resistance +12% cold +9% fire Crit Resistance 5.00% Unlife -80.00 life Blind Resist +20% Silence Resist +20% Stun Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 211 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Aeruremira the Viperwinnow [power 360] (13/25 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% nature When Hit 2 arcane On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +5% arcane Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 910 Base Damage: 420 Armor: 0 All Resist: 49 Puts all charms on 25 cooldown 100% to reduce fatigue by 57% for 2 turns. 100% to increase all damage penetration by 25% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Bad Idea the Yeek Brawler level 24
14th Regrowth 123rd year of Ascendancy at 22:10 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Bad Idea the Yeek Brawler level 11
7th Dusk 122nd year of Ascendancy at 13:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Bad Idea the Yeek Brawler level 19
57th Haze 122nd year of Ascendancy at 07:26 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bad Idea the Yeek Brawler level 25
24th Regrowth 123rd year of Ascendancy at 04:14 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bad Idea the Yeek Brawler level 10
1st Summertide 122nd year of Ascendancy at 22:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Bad Idea the Yeek Brawler level 20
59th Haze 122nd year of Ascendancy at 06:33 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bad Idea the Yeek Brawler level 26
26th Regrowth 123rd year of Ascendancy at 12:48 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Bad Idea the Yeek Brawler level 26
26th Regrowth 123rd year of Ascendancy at 08:22 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Bad Idea the Yeek Brawler level 10
2nd Flare 122nd year of Ascendancy at 05:34 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Bad Idea the Yeek Brawler level 20
76th Haze 122nd year of Ascendancy at 19:42 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bad Idea the Yeek Brawler level 26
33rd Regrowth 123rd year of Ascendancy at 08:13 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Bad Idea the Yeek Brawler level 10
6th Flare 122nd year of Ascendancy at 05:11 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Bad Idea the Yeek Brawler level 20
2nd Decay 122nd year of Ascendancy at 22:56 see stats
Unstoppable (Roguelike)
Returned from the dead.By Bad Idea the Yeek Brawler level 28
40th Regrowth 123rd year of Ascendancy at 12:46 see stats
Log
Devourer tries to bite Chitinous spider with razor sharp teeth!
Chitinous spider starts to bleed.
The scent of blood sends the Devourers into a frenzy!
Devourer goes into a killing frenzy.
devourer hits Chitinous spider for 42 physical damage.
Chitinous spider hits devourer for 21 nature damage.
Zuburikira the heavy bone giant has released the hold.
Bleeding from Devourer hits Chitinous spider for 1 physical damage.
Bleeding from Zuburikira the heavy bone giant hits devourer for 77 physical damage.
devourer hits Chitinous spider for 44 physical damage.
Chitinous spider hits devourer for 23 nature damage.
Devourer stops bleeding.
devourer hits Chitinous spider for 43 physical damage.
Bleeding from Devourer hits Chitinous spider for 1 physical damage.
Zuburikira the heavy bone giant raises their leg and snaps it downward in a devastating axe kick.
Devourer is dazed!
Devourer starts to bleed.
Devourer's brain isn't quite working right!
Zuburikira the heavy bone giant hits devourer for 499 physical, 4 arcane, 12 blight (515 total damage).
Chitinous spider uses Infusion: Healing.
Chitinous spider stops bleeding.
Devourer is not dazed anymore.
Chitinous spider hits devourer for 22 nature damage.
Chitinous spider receives 128 healing from Infusion: Healing.
LIFE LOST WARNING!
Devourer fails to use Frenzied Leap.
Character control switched to Bad Idea.



































































































