
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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 10 / 82% |
Size | medium |
Lifes / Deaths | Killed by Poritira the white wolf at level 10 on the 17th Haze 122nd year of Ascendancy at 07:35 / 1 |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 30 (base 28) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 30 (base 30) |
Resources
Life | -12/212 |
Stamina | 58/140 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 2.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
Offense: Mainhand
Damage | 28 |
Accuracy | 44 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 44 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Light | +11% |
Nature | +26% |
Offense: Damage Penetration
Fire | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 18 |
Mental Save | 16 |
Defense: Resistances
Nature | + 31%( 70%) |
Lightning | + 22%( 70%) |
Light | + 25%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
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) Won't Break Stealth: 100% 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
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+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 Possessed. | 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 |
Equipment
On feet | ![]() pair of rough leather boots 'Sulfurterror' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +1(-) Wil Changes resistances: +6%(-) lightning / +6%(-) temporal / +3%(-) nature Changes damage: +15%(-) nature Mindpower: +5 (+2 eff.) (-) A pair of boots made of leather. |
Light source | ![]() Anenaridan Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +4(-) Wil Changes resistances: +5%(-) arcane / +3%(-) light / +3%(-) darkness Changes damage: +6%(-) mind Reduces incoming crit damage: 15.00% (-) Poison immunity: +20% (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() linen wizard hat 'Brightvice' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Dex Changes resistances: +3%(-) nature Changes resistances penetration: +5%(-) fire Spell save: +9 (+9 eff.) (-) Equilibrium when hit: +0.90 (-) Psi when hit: +0.90 (-) Hate when hit: +0.90 (-) A pointy cloth hat, very wizardly... |
Tool | ![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() copper ring of light (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22%(-) light Changes damage: +11%(-) light Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Eilinumima Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +22% nature / +0%(-22%) light Changes damage: +11% nature / +0%(-11%) light Critical mult.: +5.00% Mana each turn: +0.04 Infravision radius: +3 Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() copper amulet of mastery (0.12 Cunning / Scoundrel) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.12(-) Cunning / Scoundrel Amulets make your neck look great! |
In main hand | ![]() iron dagger (11-14 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | ![]() blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) (-) Stealth bonus: +6 (-) A belt that goes around your waist. |
In off hand | ![]() iron dagger (10-14 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(-0.5 - -0.7) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() Ebonyfury (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 14% Damage (Melee): 0(-20) item nature slow / 0(-20) item darkness numbing Changes resistances: +3%(-) nature / +11%(-) cold Changes resistances penetration: +5%(-) darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() rejuvenating rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Changes resistances: +16%(-) lightning Life regen: +2.00 (-) Stamina each turn: +0.70 (-) A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() This item will automatically be transmogrified when you leave the level. elm starstaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-1.0 - -2.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-3) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Furnaceblood (18-28 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8(+7.5 - +13.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-4) Crit. chance: +0.5% (-3.5%) Attack speed: 100% (-) Damage (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +1 Defense: +9 (+3 eff.) Changes resistances: +6% nature / +9% fire Disarm immunity: +32% Maximum stamina: +10.00 Massive two-handed mauls. |
![]() Serpent's Glare (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-4.0 - -6.6) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+10) Crit. chance: +7.0% (+3.0%) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 158.56 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron shield (0 def, 2 armour, 22.5 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Changes resistances: +0%(-16%) lightning Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.70) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Festerkiller the iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+5) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +22% (+16%) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 2 light Changes resistances: +10% blight / +0%(-16%) lightning / +17% nature / +3% darkness Changes damage: +6% nature Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.70) A suit of armour made of metal plates. |
![]() cleansing rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-4 eff.)) Changes resistances: +5% acid / +6% blight Stealth bonus: +0 (-6) A belt that goes around your waist. |
![]() thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-1) Defense: +1 (+0 eff.) (-) Damage (Melee): 0(-20) item nature slow / 0(-20) item darkness numbing Changes resistances: +0%(-3%) nature / +10%(-1%) cold Changes resistances penetration: +0%(-5%) darkness 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. pair of rough leather boots 'Aerylach' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 (-) Fatigue: -5% Changes stats: +1 Str / +1(-) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-3%) nature Changes resistances penetration: +20% mind / +15% physical Changes damage: +0%(-15%) nature Maximum encumbrance: +20 Physical save: +5 (+5 eff.) Equilibrium when hit: +0.04 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Blackborn' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+3 eff.) Armour: +1 (-) Changes stats: +6 Dex / +0(-1) Wil / +2 Cun Changes resistances: +0%(-6%) lightning / +1% physical / +0%(-3%) nature / +0%(-6%) temporal Changes damage: +6% darkness / +0%(-15%) nature Critical mult.: +10.00% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +0(-1) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-3%) nature Changes damage: +0%(-15%) nature Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +4 (+4 eff.) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-2) Dex / +3 Wil Changes resistances: +0%(-3%) nature / +16% fire Changes resistances penetration: +0%(-5%) fire Changes damage: +11% fire Physical save: +5 (+5 eff.) Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Equilibrium when hit: +0.00 (-0.90) Psi when hit: +0.00 (-0.90) Hate when hit: +0.00 (-0.90) A pointy cloth hat, very wizardly... |
![]() This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Changes stats: +0(-2) Dex Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) fire Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Equilibrium when hit: +0.00 (-0.90) Psi when hit: +0.00 (-0.90) Hate when hit: +0.00 (-0.90) A cap made of leather. |
![]() Arathra (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +5% Changes stats: +1 Str / +0(-2) Dex / +6 Wil Changes resistances: +0%(-3%) nature / +5% cold Changes resistances penetration: +0%(-5%) fire Allows you to breathe in: water Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Equilibrium when hit: +0.00 (-0.90) Psi when hit: +0.00 (-0.90) Hate when hit: +0.00 (-0.90) See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() insulating iron helm of constitution (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +5% Changes stats: +0(-2) Dex / +2 Con Changes resistances: +5% fire / +0%(-3%) nature / +6% cold Changes resistances penetration: +0%(-5%) fire Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Equilibrium when hit: +0.00 (-0.90) Psi when hit: +0.00 (-0.90) Hate when hit: +0.00 (-0.90) 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. iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +5% Changes stats: +3 Str / +0(-2) Dex Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) fire Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Equilibrium when hit: +0.00 (-0.90) Psi when hit: +0.00 (-0.90) Hate when hit: +0.00 (-0.90) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 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. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-4) Wil Changes resistances: +0%(-5%) arcane / +0%(-3%) light / +0%(-3%) darkness Changes damage: +0%(-6%) mind Reduces incoming crit damage: 0.00% (-15.00%) Poison immunity: +0% (-20%) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-4) Wil Changes resistances: +0%(-5%) arcane / +0%(-3%) light / +0%(-3%) darkness Changes damage: +0%(-6%) mind Reduces incoming crit damage: 0.00% (-15.00%) Poison immunity: +0% (-20%) Maximum life: +41.00 Light radius: +5 (+2) 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. |
![]() This item will automatically be transmogrified when you leave the level. iron pickaxe 'Gyharalin' (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +1 Str / +0(-5) Lck Changes resistances: +11% nature / +9% acid Changes damage: +5% nature / +6% physical Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
Achievements
By Doji the Cornac Rogue level 10
12nd Haze 122nd year of Ascendancy at 18:12 see stats
By Doji the Cornac Rogue level 7
9th Haze 122nd year of Ascendancy at 09:33 see stats
Log
Deadly Poison from Doji hits Nerida the giant venus flytrap for 47 nature damage.
Poritira the white wolf uses Warshout.
Doji wanders around!
Poritira the white wolf is recovering from the damage!
Deadly Poison from Doji hits Poritira the white wolf for 18 nature damage.
Deadly Poison from Doji hits Nerida the giant venus flytrap for 47 nature damage.
Melee retaliation hits Poritira the white wolf for 2 mind damage.
Poritira the white wolf hits Doji for 37 physical damage.
Talent Dual Strike is ready to use.
Doji hits Poritira the white wolf for 28 physical, 15 physical (43 total damage).
Nerida the giant venus flytrap is no longer poisoned.
Deadly Poison from Doji hits Poritira the white wolf for 35 nature damage.
Poritira the white wolf misses Doji.
Cave bear misses Doji.
Talent Infusion: Regeneration is ready to use.
Talent Fan of Knives is ready to use.
Doji is confused and fails to use Infusion: Regeneration.
Poritira the white wolf speeds up.
Deadly Poison from Doji hits Poritira the white wolf for 35 nature damage.
Melee retaliation hits Poritira the white wolf for 2 mind damage.
Poritira the white wolf hits Doji for 38 physical damage.
Doji is confused and fails to use Infusion: Regeneration.
Deadly Poison from Doji hits Poritira the white wolf for 35 nature damage.
Melee retaliation hits Poritira the white wolf for 4 mind damage.
Poritira the white wolf hits Doji for 37 physical damage.
Doji the level 10 cornac rogue was minced to death by Poritira the white wolf on level 2 of Norgos Lair.