








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Berserker |
| Level / Exp | 12 / 89% |
| Size | small |
| Lifes / Deaths | Killed by Golewyn the dire wolf at level 12 on the 3rd Flare 122nd year of Ascendancy at 11:46 / 1 |
Primary Stats
| Strength | 36 (base 36) |
| Dexterity | 9 (base 11) |
| Constitution | 20 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -19/300 |
| Stamina | 158/158 |
| Healing Factor | 1.4789473684211 |
| Regeneration | 23.171477370486 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 28.097534654637 |
| See Invisible | 40.097534654637 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 47% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +9% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 10.335093952971 (48.103448275862%) |
| Defense | 10 |
| Ranged Defense | 14 |
| Fatigue | 18 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Light | + 40%( 70%) |
| Blight | + 31%( 70%) |
| Nature | + 36%( 70%) |
| Cold | + 31%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 52% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Silence Resistance | 17% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 45%. Berserker Rage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of squid ink. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. Xobrebressra the pair of rough leather boots (2 def, 1 armour) (On feet)]Xobrebressra the pair of rough leather boots (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+2 eff.) (-) Ranged Defense: +4 (+4 eff.) (-) Fatigue: +1% (-) Changes stats: +1(-) Cun / +6(-) Wil Light radius: +2 (-) Infravision radius: +3 (-) See invisible: +12 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused 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 (81 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. iron helm of strength (+3) (0 def, 3 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. supercharged elm wand of conjuration [power 115] (9/13 cooldown) (Tool)]supercharged elm wand of conjuration [power 115] (9/13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element with (base) damage 58 to 115, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. psionicist's copper ring (On fingers)]psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Mental save: +6 (+3 eff.) (-) Rings can have magical properties. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]Undeathhack the iron greatmaul (18-27 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) Damage (Melee): +17(-) nature / +9(-) temporal When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes resistances: +6%(-) nature Changes resistances penetration: +5%(-) nature Changes damage: +9%(-) nature Massive two-handed mauls. |
| Main armor | [vs. iron mail armour (2 def, 4 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) A suit of armour made of mail. |
| Cloak | [vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)]enveloping linen cloak of protection (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) (-) Physical save: +6 (+3 eff.) (-) Spell save: +5 (+3 eff.) (-) Mental save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
[vs. Withering Orbs (Around neck)]grounding copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +3 Str Changes resistances: +11% lightning Stun/Freeze immunity: +20% Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -15.0) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-1) Crit. chance: +1.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-17) nature / +0(-9) temporal When wielded/worn: Damage (Melee): 0(-15) item nature slow Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +10% acid / +10% darkness / +10% blight / +10% fire / +0%(-9%) nature Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 46.19 physical damage to all targets in line, and inflicting bleeding for another 23.10 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]iron greatmaul of crippling (16.5-24.75 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: 16.5 - 24.8(-1.5 - -2.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) On weapon crit: + cripple the target Damage (Melee): +0(-17) nature / +0(-9) temporal When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 0(-15) item nature slow Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-9%) nature Massive two-handed mauls. |
[vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]arcing iron greatsword of massacre (22.5-36 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 22.5 - 36.0(+4.5 - +9.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-) Crit. chance: +2.5% (+2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +0(-9) temporal / +0(-17) nature When wielded/worn: Damage (Melee): 0(-15) item nature slow Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-9%) nature Massive two-handed swords. |
[vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron longsword (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(-7.0 - -11.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (+1) Crit. chance: +2.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-17) nature / +0(-9) temporal When wielded/worn: Damage (Melee): 0(-15) item nature slow Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-9%) nature Sharp, long, and deadly. |
[vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0(+2.0 - +1.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (+3) Crit. chance: +12.0% (+11.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage (Melee): +0(-17) nature / +0(-9) temporal Damage conversion: 25% blight When wielded/worn: Damage (Melee): 0(-15) item nature slow Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +8% blight / +0%(-9%) nature A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
[vs. Undeathhack the iron greatmaul (18-27 power, 1 apr) (In main hand)]Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(-1.0 - -8.3) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (+6) Crit. chance: +5.0% (+4.5%) Attack speed: 125% (+25%) Damage (Melee): +0(-17) nature / +0(-9) temporal Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Damage (Melee): 0(-15) item nature slow Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-5%) nature Changes damage: +10% lightning / +0%(-9%) nature It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 9.33 to 28.00 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 (-3) Defense: +10 (+10 eff.) (+8 (+8 eff.)) Fatigue: +2% (-10%) Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.03 to 105.09 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spiked iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 10 physical Changes resistances: +16% cold A suit of armour made of mail. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]impenetrable iron plate armour of fire resistance (3 def, 13 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 (+9) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +20% (+8%) Changes resistances: +16% fire A suit of armour made of metal plates. |
[vs. iron helm of strength (+3) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-3) Str / +3 Dex A cap made of leather. |
3 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
4 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. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-1) Healing mod.: +0% (-10%) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 44.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 44.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. supercharged elm wand of conjuration [power 115] (9/13 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. supercharged iron torque of kinetic psionic shield [power 35] (9/26 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. supercharged elm wand of conjuration [power 115] (9/13 cooldown) (Tool)]elm totem of cure ailments [power 1] (9/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Silk the Yeek Berserker level 10
1st Summertide 122nd year of Ascendancy at 15:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Silk the Yeek Berserker level 8
9th Mirth 122nd year of Ascendancy at 05:27 see stats
Log
Silk uses Infusion: Wild.
Silk is not stunned anymore.
Silk is cured!
Silk lessens the pain.
Silk activates his supercharged elm wand of conjuration!
Silk hits Golewyn the dire wolf for 72 lightning damage.
Golewyn the dire wolf strafes with his steamguns!
Golewyn the dire wolf's Strafe hits Silk for 41 physical damage.
Golewyn the dire wolf's Strafe hits Silk for 42 physical, 6 nature (48 total damage).
Talent Relentless Fury is ready to use.
Talent Shattering Blow is ready to use.
Silk receives 22 healing.
Golewyn the dire wolf strafes with his steamguns!
Silk receives 22 healing.
Berserker Rage's rage subsides!
Talent Infusion: Regeneration is ready to use.
Silk receives 22 healing.
Golewyn the dire wolf shoots!
Golewyn the dire wolf's Shoot hits Silk for 46 physical, 6 nature (52 total damage).
Golewyn the dire wolf's Shoot hits Silk for 42 physical damage.
Berserker Rage's rage awakens!
Silk uses Infusion: Regeneration.
Silk starts regenerating health quickly.
Golewyn the dire wolf reloads.
Golewyn the dire wolf shoots!
Silk receives 22 healing.
Saving game...


































































