Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.3.0Combines 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 23 / 90% |
| Size | small |
| Lifes / Deaths | Killed by Isimikira the worm that walks at level 23 on the 40th Regrowth 123rd year of Ascendancy at 01:29 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 13) |
| Dexterity | 14 (base 11) |
| Constitution | 21 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 57 (base 42) |
| Cunning | 54 (base 40) |
Resources
| Life | -7/394 |
| Equilibrium | 39 |
| Healing Factor | 1 |
| Regeneration | 12.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -48.29604130809% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 10 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 36 |
| Crit Chance | 18% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 22.7 |
| Ranged Defense | 26.2 |
| Fatigue | 4 |
| Physical Save | 21.1 |
| Spell Save | 28.725 |
| Mental Save | 40.67967151186 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Confusion Resistance | 81% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Silence Resistance | 46% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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: 13 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 poison effect. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You gain 12% resistance against darkness. Resolve |
| detrimental effect | Movement speed is reduced by 48%. Slow movement |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * You've found the needed naga tongue. 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 pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 giant spider spinneret. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | [vs. insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) Changes resistances: +5%(-) cold / +5%(-) fire A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) Light radius: +4 (-) 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 | [vs. Heatvein the hardened leather cap (0 def, 3 armour) (On head)] Heatvein the hardened leather cap (0 def, 3 armour)Heatvein the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 (-) Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 4(-) fire Changes stats: +3(-) Cun / +4(-) Dex Changes resistances penetration: +10%(-) fire Grants telepathy: Dragon Light radius: +2 (-) A cap made of leather. |
| On hands | [vs. scouring hardened leather gloves of sorrow (0 def, 2 armour) (On hands)] scouring hardened leather gloves of sorrow (0 def, 2 armour)scouring hardened leather gloves of sorrow (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 0(-12) item mind gloom / 10(-) mind / 15(-) darkness Effects when hit in melee: * 23% chance to reduce powers by 20% * 20 arcane resource burn Damage when hit (Melee): 0(-23) item antimagic scouring / 0(-20) item manaburn arcane Spell save: +10 (+5 eff.) (-) Mental save: -13 (-4 eff.) (-) Mindpower: +4 (+1 eff.) (-) It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. steel ring 'Zanydor' (On fingers, 1 of 2)] steel ring 'Zanydor'steel ring 'Zanydor' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +20%(-) fire Changes damage: +10%(-) fire Light radius: +2 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring 'Zanydor' (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun / +0(-1) Str Changes resistances: +0%(-20%) fire Changes damage: +0%(-10%) fire / +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Light radius: +0 (-2) It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 30 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| Around neck | [vs. grounding copper amulet of willpower (+2) (Around neck)] grounding copper amulet of willpower (+2)grounding copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Changes resistances: +11%(-) lightning Stun/Freeze immunity: +24% (-) Amulets can have magical properties. |
| In main hand | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Serpent's Glare (7-7.7 power, 15 apr, nature damage)Serpent's Glare (7-7.7 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 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 (-) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) Damage conversion: 30%(-) poison When wielded/worn: Changes resistances: +10%(-) nature Changes damage: +10%(-) nature Poison immunity: +50% (-) Mindpower: +4 (+1 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 114.66 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 |
| Around waist | [vs. insulating rough leather belt of transcendence (Around waist)] insulating rough leather belt of transcendenceinsulating rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) cold / +7%(-) fire Physical save: +6 (+5 eff.) (-) Mindpower: +3 (+1 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Eye of Winter (8-8.8 power, 18 apr, cold damage)Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(+1.0 - +1.1) Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+3) Physical crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +10 Changes resistances: +0%(-10%) nature / -10% fire Changes resistances penetration: +10% cold Changes damage: +0%(-10%) nature / +10% cold Poison immunity: +0% (-50%) Mindpower: +8 (+3 eff.) (+4 (+1 eff.)) Mental crit. chance: +4% (+2%) Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of Eldoral (8 def, 0 armour) (Cloak)] enveloping linen cloak of Eldoral (8 def, 0 armour)enveloping linen cloak of Eldoral (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+5 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Physical save: +5 (+4 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Mayebrera the Venomwrecker (7 def, 4 armour) (Main armor)] Mayebrera the Venomwrecker (7 def, 4 armour)Mayebrera the Venomwrecker (7 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +7 (+4 eff.) (-) Ranged Defense: +5 (+2 eff.) (-) Fatigue: +7% (-) Damage (Melee): 5(-) lightning Damage (Ranged): 6(-) lightning Changes resistances: +12%(-) lightning / +14%(-) cold Changes damage: +9%(-) nature A suit of armour made of leather. |
Inventory
shielding rune of the psychic (absorb 272 for 3 turns) shielding rune of the psychic (absorb 272 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. steel ring 'Zanydor' (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +0(-1) Str Changes resistances: +0%(-20%) fire Changes damage: +0%(-10%) fire Mental save: -7 (-3 eff.) Light radius: +0 (-2) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand)] chilling dwarven-steel longsword (26-36.4 power, 4 apr)This item will automatically be transmogrified when you leave the level. chilling dwarven-steel longsword (26-36.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.0 - 36.4(+19.0 - +28.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-11) Physical crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) Damage (Melee): +14 cold Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Sharp, long, and deadly. |
[vs. scouring hardened leather gloves of sorrow (0 def, 2 armour) (On hands)] Taintbiter the rough leather gloves (0 def, 1 armour)Taintbiter the rough leather gloves (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +1 (-1) Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-12) item mind gloom / 0(-10) mind / 0(-15) darkness Damage when hit (Melee): 0(-23) item antimagic scouring / 0(-20) item manaburn arcane Changes stats: +3 Str Changes resistances penetration: +15% mind Changes damage: +6% mind Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (+13 (+4 eff.)) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Heatvein the hardened leather cap (0 def, 3 armour) (On head)] Tulodar the hardened leather cap (0 def, 3 armour)Tulodar the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 0(-4) fire Changes stats: +1 Str / +0(-4) Dex / +0(-3) Cun / +1 Con Changes resistances: +8% lightning / +7% temporal / +1% physical Changes resistances penetration: +0%(-10%) fire Grants telepathy: Dragon Physical save: +6 (+3 eff.) Light radius: +0 (-2) A cap made of leather. |
5 aquamarine 5 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. |
3 opal 3 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
onyx 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. |
emerald 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. |
2 garnet 2 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. |
3 quartz 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. |
[vs. Eye of the Dreaming One (Tool)] miner's dwarven-steel pickaxe (dig speed 22 turns)miner's dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest 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 (2/2) 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. |
[vs. Eye of the Dreaming One (Tool)] elm totem of cure ailments [power 1] (9 cooldown)elm totem of cure ailments [power 1] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Eye of the Dreaming One (Tool)] elm totem of thorny skin [power 15] (18 cooldown)elm totem of thorny skin [power 15] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Malas the Yeek Summoner level 20
4th Allure 123rd year of Ascendancy at 18:16 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Malas the Yeek Summoner level 16
56th Dusk 122nd year of Ascendancy at 00:30 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Malas the Yeek Summoner level 18
76th Dusk 122nd year of Ascendancy at 19:44 see stats
Level 10 (Roguelike)
Got a character to level 10.By Malas the Yeek Summoner level 10
3rd Summertide 122nd year of Ascendancy at 16:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Malas the Yeek Summoner level 20
24th Haze 122nd year of Ascendancy at 06:40 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Malas the Yeek Summoner level 20
51st Haze 122nd year of Ascendancy at 15:28 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Malas the Yeek Summoner level 8
10th Mirth 122nd year of Ascendancy at 00:03 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Malas the Yeek Summoner level 23
33rd Regrowth 123rd year of Ascendancy at 14:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Malas the Yeek Summoner level 22
22nd Regrowth 123rd year of Ascendancy at 04:09 see stats
Log
War Hound is still on cooldown for 4 turns.
Malas summons a 3-headed hydra!
Isimikira the worm that walks uses Kneecapper.
Isimikira the worm that walks performs a ranged critical strike against Malas!
Malas is pinned to the ground.
Malas attunes to the damage.
Malas is invigorated by the attack!
Isimikira the worm that walks's Kneecapper hits Malas for 261 physical, 20 darkness (281 total damage).
Talent Infusion: Wild is ready to use.
Carrion worm mass is poisoned!
Isimikira the worm that walks is poisoned!
Carrion worm mass is poisoned!
Malas's poison area effect hits Isimikira the worm that walks for 6 nature damage.
Malas's poison area effect hits Carrion worm mass for 6 nature damage.
Malas's poison area effect hits Carrion worm mass for 6 nature damage.
Malas uses Infusion: Regeneration.
Malas starts regenerating health quickly.
3-headed hydra breathes lightning!
A carrion worm mass has spawned from Isimikira the worm that walks' wounds!
3-headed hydra hits Carrion worm mass for 211 lightning damage.
3-headed hydra hits Isimikira the worm that walks for 211 lightning damage.
3-headed hydra hits Carrion worm mass for 211 lightning damage.
3-headed hydra hits Carrion worm mass for 211 lightning damage.
Isimikira the worm that walks casts Drain.
3-headed hydra killed Carrion worm mass!
3-headed hydra killed Carrion worm mass!
3-headed hydra killed Carrion worm mass!
Saving game...
