












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Oozemancer |
| Level / Exp | 27 / 0% |
| Size | small |
| Lifes / Deaths | Killed by Xeraseta the ghast at level 27 on the 71st Regrowth 123rd year of Ascendancy at 11:26 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 31 (base 17) |
| Dexterity | 20 (base 10) |
| Constitution | 20 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 91 (base 58) |
| Cunning | 75 (base 44) |
Resources
| Life | -98/321 |
| Stamina | 380/380 |
| Equilibrium | 59 |
| Healing Factor | 1.078947368421 |
| Regeneration | 0.70131578947366 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -71% |
| Spell | 0% |
| Global | +145.92396337353% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 41.547167853303 |
| See Invisible | 41.547167853303 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 51 |
| Crit Chance | 44% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 51 |
| Crit Chance | 44% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Light | +24% |
| Acid | +27% |
| Cold | +24% |
| Fire | +63% |
| Nature | +24% |
Offense: Damage Penetration
| Arcane | +25% |
| Acid | +20% |
| Light | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 4.5 (43.636363636364%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 1 |
| Physical Save | 19 |
| Spell Save | 14 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 65%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Silence Resistance | 34% |
| Bleed Resistance | 51% |
| Confusion Resistance | 69% |
| Instadeath Resistance | 100% |
| Stun Resistance | 32% |
| Poison Resistance | 56% |
| Blind Resistance | 76% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 566 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | The target is on fire, taking 20.83 fire damage per turn. Burning |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Nature damage increased by 9%. Natural Acid |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 37.58 fire damage, and talent cooldowns are increased by 46% plus 1 turn. Burning Hex |
| beneficial effect | You gain 26% resistance against fire. Resolve |
| detrimental effect | The target is on fire, taking 29.26 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Acid damage increased by 9%. Corrosive Nature |
| detrimental effect | The target's armour and saves are broken, reducing them by 21. Sunder Armour |
| beneficial effect | Increases global action speed by 30%. Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * 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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Suncast' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances penetration: +20% acid Changes damage: +18% acid / +21% fire Stamina each turn: +0.40 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Festersting'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 nature / 8 fire Changes resistances: +6% nature / +12% fire Changes resistances penetration: +10% nature Changes damage: +15% nature / +6% fire Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Arogen' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Con Changes resistances: +9% nature / +15% mind Blindness immunity: +10% Disease immunity: +20% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Armumadir (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+5 eff.) Armour: +2 Changes stats: +3 Str / +6 Wil Changes resistances: +6% light / +9% temporal Blindness immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dragonbone totem of healing 'Yvuwen' [power 262] (36/18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Str / +7 Wil / +3 Con Maximum wards: +5 acid / +4 nature / +4 light Talent cooldown: Lay Web (-1 turn) Talents granted: +5 Lay Web +1 Ward Light radius: +3 It can be used to heal a target within range 9 (based on Willpower) for 262, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Velaldata'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+4 eff.) Fatigue: -14% Changes stats: +3 Dex / +4 Wil / +4 Cun Grants telepathy: Demon/Minor Demon/Major Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
| On fingers | Lelafang the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Cun / +6 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mindpower: +6 (+1 eff.) Rings can have magical properties. |
| Around neck | FulondurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +2 Con Changes resistances: +16% lightning / +2% physical Changes resistances penetration: +25% arcane Stun/Freeze immunity: +32% Life regen: +0.40 Spellpower: +6 (+5 eff.) Amulets can have magical properties. |
| In main hand | Hetturomigrim the thorny mindstar (9-9.9 power, 39 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. The set is complete. Base power: 9.0 - 9.9 Uses stats: 68% Wil, 34% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +39 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 14% chance to corrode armour by 30% Burst (radius 2) on crit: +8 acid / +0 acid blind When wielded/worn: Damage when hit (Melee): 4 mind / 4 acid Changes resistances: +9% acid Changes damage: +10% lightning / +15% fire / +12% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Mindpower: +17 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | KindlefoeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Cun / +5 Dex Changes resistances: +9% light / +12% fire Changes resistances penetration: +15% light Changes damage: +24% light / +6% fire Mental crit. chance: +8% A belt that goes around your waist. |
| In off hand | Hetturomigrim the thorny mindstar (9-9.9 power, 39 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. The set is complete. Base power: 9.0 - 9.9 Uses stats: 68% Wil, 34% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +39 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 14% chance to corrode armour by 30% Burst (radius 2) on crit: +8 acid / +0 nature slow When wielded/worn: Damage when hit (Melee): 4 mind / 4 acid Changes resistances: +9% acid Changes damage: +10% lightning / +15% fire / +12% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Mindpower: +17 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Getydin (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Dex / +6 Cun / +1 Con Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Salina (3 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +5 Cun / +4 Wil Changes resistances: +8% acid / +9% physical / +8% fire / +10% cold / +27% lightning Physical save: +23 (+12 eff.) Mental save: +10 (+4 eff.) Poison immunity: +5% Disease immunity: +20% A suit of armour made of mail. |
Inventory
regeneration infusion of the psychic (heal 472 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 328 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 328 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 31), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
restful gold amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Cun Life regen: +1.30 Amulets can have magical properties. |
starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% light / +11% darkness Blindness immunity: +24% Amulets can have magical properties. |
GlarehackInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +5 Wil Changes resistances: +12% light / +6% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Glowbreacher the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 light / 16 lightning Changes stats: +2 Con Changes resistances: +12% light Changes damage: +3% light Spell save: +11 (+8 eff.) Maximum stamina: +12.00 Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.08 cold and 6.51 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
steel ring 'Brenaharagorn'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Str / +6 Wil / +4 Con Grants telepathy: Humanoid/Orc Life regen: +0.90 Maximum life: +53.00 Healing mod.: +11% Rings can have magical properties. |
titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
Salyralenne the Corpseoracle (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +3 Cun Physical save: +4 (+2 eff.) Spell save: +5 (+5 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.08 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of storms (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 7.5 - 8.2 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +2 Str / +3 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +7% lightning / +4% blight Changes resistances penetration: +7% lightning Changes damage: +7% lightning / +4% nature Disease immunity: +10% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amyyatar the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +6% cold / +6% fire / +3% temporal Physical save: +9 (+5 eff.) Confusion immunity: +10% Stun/Freeze immunity: +5% A belt that goes around your waist. |
rough leather belt 'Abyssswift'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil / +1 Con Changes damage: +12% fire Grants telepathy: Demon/Minor Demon/Major Maximum life: +31.00 Light radius: +3 A belt that goes around your waist. |
Yvitta (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Dex / +3 Wil / +4 Con Changes resistances: +10% cold Grants telepathy: Dragon Demon/Major Demon/Minor Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeraba (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% acid / +15% darkness / +31% cold / +19% mind / +5% arcane Changes damage: +15% cold Physical save: +12 (+6 eff.) Spell save: +13 (+9 eff.) Mental save: +47 (+16 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betheyalaith the Darkstreaker (4 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% darkness Physical save: +9 (+5 eff.) Spell save: +7 (+6 eff.) Mental save: +7 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Lorihad' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +4 Dex / +1 Cun / +4 Con Physical save: +11 (+6 eff.) Mental save: +12 (+4 eff.) Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Arthyyon' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +5 Mag / +1 Wil / +1 Cun / +2 Con Changes resistances: +5% cold Changes damage: +3% cold Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Emelalratta (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +4 Cun / +2 Con Changes resistances: +5% cold Grants telepathy: Dragon Allows you to breathe in: water Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Glegamira' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +10 Fatigue: +4% Changes stats: +8 Str / +5 Dex / +3 Con Changes resistances penetration: +15% physical Critical mult.: +6.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gunozilaneg (3 def, 14 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +21% fire Spell save: +30 (+18 eff.) Blindness immunity: +15% Confusion immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +25% A suit of armour made of leather. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
295 alchemist agate0.00 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. |
3 onyx0.00 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lustrebreak (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str Changes resistances: +3% nature / +12% light Changes resistances penetration: +15% nature / +10% light Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Unraharazor' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +6 Wil / +4 Cun Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (143 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wretchborn the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 nature Changes resistances: +6% cold / +9% darkness / +3% all Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Light radius: +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. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged dwarven-steel torque of thermal psionic shield [power 111] (36/23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 111 for 7 turns, putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By SomewhatYeeky the Yeek Oozemancer level 19
56th Dusk 122nd year of Ascendancy at 00:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SomewhatYeeky the Yeek Oozemancer level 10
9th Mirth 122nd year of Ascendancy at 15:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By SomewhatYeeky the Yeek Oozemancer level 23
2nd Wintertide 123rd year of Ascendancy at 12:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SomewhatYeeky the Yeek Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 23:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SomewhatYeeky the Yeek Oozemancer level 20
61st Haze 122nd year of Ascendancy at 17:15 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By SomewhatYeeky the Yeek Oozemancer level 19
49th Haze 122nd year of Ascendancy at 06:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SomewhatYeeky the Yeek Oozemancer level 11
4th Flare 122nd year of Ascendancy at 19:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By SomewhatYeeky the Yeek Oozemancer level 23
2nd Wintertide 123rd year of Ascendancy at 21:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SomewhatYeeky the Yeek Oozemancer level 17
40th Dusk 122nd year of Ascendancy at 09:56 see stats
Log
Poison from SomewhatYeeky hits Ghoul for 62 nature damage.
Emudamina the skeleton master archer stops burning.
Mana Clash hits Xeraseta the ghast for 0 arcane damage.
Poison from SomewhatYeeky hits Xeraseta the ghast for (45 to psi shield), 20 nature (20 total damage).
SomewhatYeeky is invigorated by the attack!
SomewhatYeeky's mind surges with critical power!
SomewhatYeeky is invigorated by the attack!
SomewhatYeeky is not stunned anymore.
SomewhatYeeky is no longer toxic to arcane users.
Mana Clash hits Emudamina the skeleton master archer for 0 arcane damage.
Mana Clash hits Xeraseta the ghast for 0 arcane damage.
SomewhatYeeky hits Emudamina the skeleton master archer for 9 arcane damage.
SomewhatYeeky hits Xeraseta the ghast for 10 arcane damage.
Burning Shock from Emudamina the skeleton master archer hits SomewhatYeeky for (13 antimagic), 0 fire (0 total damage).
Burning from Xeraseta the ghast hits SomewhatYeeky for (9 antimagic), 0 fire (0 total damage).
Poison from SomewhatYeeky hits Ghoul for 38 nature damage.
Poison from SomewhatYeeky hits Ghoul for 56 nature damage.
Xeraseta the ghast uses Stun.
SomewhatYeeky's mind surges with critical power!
SomewhatYeeky is invigorated by the attack!
SomewhatYeeky is invigorated by the attack!
SomewhatYeeky is invigorated by the attack!
SomewhatYeeky's mind surges with critical power!
SomewhatYeeky is invigorated by the attack!
SomewhatYeeky is stunned!
SomewhatYeeky shares damage with his oozes!
SomewhatYeeky hits Xeraseta the ghast for 5 arcane, 4 arcane, (1 to psi shield), 0 acid, 2 mind, 3 fire, (3 to psi shield), 1 nature, 3 arcane, 2 arcane (23 total damage).
Xeraseta the ghast hits SomewhatYeeky for 38 physical, (25 antimagic), 0 blight, (10 antimagic), 0 fire, 8 physical, (5 antimagic), 0 lightning, (8 antimagic), 0 fire (48 total damage).
Emudamina the skeleton master archer's armour is more intact.
Saving game...































































































