Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | ZOmnibus Addon Pack 1.0.5Combines 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 24 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Emomina the mean looking elven guard at level 24 on the 43rd Regrowth 123rd year of Ascendancy at 12:59 / 1 |
Primary Stats
| Strength | 44 (base 39) |
| Dexterity | 14 (base 11) |
| Constitution | 56 (base 43) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 40 (base 31) |
Resources
| Life | -5/861 |
| Stamina | 99/162 |
| Psi | 101/113 |
| Healing Factor | 1.55 |
| Regeneration | 37.695665286453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 55 |
| Crit Chance | 52% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.55 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Fire | +11% |
| All | +6% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30.2 (93.924050632911%) |
| Defense | 13.4 |
| Ranged Defense | 13.4 |
| Fatigue | 20 |
| Physical Save | 39.9375 |
| Spell Save | 28.0625 |
| Mental Save | 29.9625 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 45%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 45%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 802% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 182 life. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.57, and stamina regeneration by 1.11. Bloodbath |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 21. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 orc heart. * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * '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.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 wretchling eyeball. | active |
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 | pair of dwarven-steel boots 'Stormsnake' (0 def, 4 armour) pair of dwarven-steel boots 'Stormsnake' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Damage when the wearer hits(melee): 2 lightning Changes resistances: +5% arcane Physical save: +12 Mental save: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | steel torque of psychoportation [power 27] (4/30 cooldown) steel torque of psychoportation [power 27] (4/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | Yvukira the voratun ring Yvukira the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Changes damage: +6% all Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spellpower: +12 Mindpower: +17 Damage Shield penetration: +30% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | acidic voratun greatsword of crippling (63.5-101.6 power, 4 apr) acidic voratun greatsword of crippling (63.5-101.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +10 acid When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. |
| On hands | cinder dwarven-steel gauntlets of war-making (0 def, 2 armour) cinder dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Damage when the wearer hits(melee): 10 fire Changes resistances: +5% fire Changes damage: +5% fire Critical mult.: +15.00% Spell crit. chance: +10% Mental crit. chance: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 10 armour) Thalore-Wood Cuirass (4 def, 10 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Around neck | serendipitous steel amulet of murder serendipitous steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +13 Armour penetration: +5 Physical crit. chance: +3.0% Defense: +6 Changes stats: +5 Lck Critical mult.: +12.00% Amulets can have magical properties. |
Inventory
stabilizing steel amulet of willpower (+3) stabilizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +32% Amulets can have magical properties. |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's gold amulet of the fish savior's gold amulet of the fishInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% cold Allows you to breathe in: water Physical save: +14 Spell save: +11 Mental save: +10 Amulets can have magical properties. |
stralite amulet 'Mayenne' stralite amulet 'Mayenne'Requires: - Level 25 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 Armour penetration: +6 Physical crit. chance: +5.0% Armour: +4 Critical mult.: +17.00% Poison immunity: +5% Disease immunity: +5% Disarm immunity: +15% Pinning immunity: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Anugen AnugenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +12% acid Rings can have magical properties. |
gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +4 Con Rings can have magical properties. |
rogue's copper ring of lightning (+22%) rogue's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
mule's steel ring of pilfering mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +9 Defense: +8 Fatigue: -5% Maximum encumbrance: +22 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 Armour penetration: +9 Defense: +9 Changes stats: +5 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Nudar the Dazzleream Nudar the DazzlereamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun Damage when the wearer is hit: 4 light Changes resistances: +6% light See invisible: +3 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of evasion (10 def, 4 armour)pair of dwarven-steel boots of evasion (10 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 10 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
leafwalker's rough leather cap of absorption (0 def, 1 armour) leafwalker's rough leather cap of absorption (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature Spell save: +4 Stamina when hit: +1.00 Equilibrium when hit: +1.10 Maximum life: +44.00 Healing mod.: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour)spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when the wearer is hit: 12 physical Changes resistances: +15% temporal A suit of armour made of mail. |
Summertide Phial 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Tooth of the Mouth (dig speed 12 turns) 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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 9/25) : Effective talent level: 2.4 Power cost: 20 out of 9/25. Range: 7.0 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 8 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 is 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) 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, 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. |
steel torque of charged psionic shield 'Wretchsever' [power 73] (4/27 cooldown) steel torque of charged psionic shield 'Wretchsever' [power 73] (4/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +6% arcane It can be used to setup a psionic shield, reducing all lightning and blight damage by 73 for 6 turns, placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
Eremerand the ash totem of thorny skin [power 26] (4/20 cooldown) Eremerand the ash totem of thorny skin [power 26] (4/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +6% acid Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spellpower: +2 Damage Shield penetration: +30% It can be used to hardens the skin for 6 turns increasing armour by 26 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
webbed ash totem of cure poisons [power 2] (4/20 cooldown) webbed ash totem of cure poisons [power 2] (4/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +1 Lay Web It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of cure illness [power 2] (4/20 cooldown) natural yew totem of cure illness [power 2] (4/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Li'l Baby Junior Bumpkins the Cornac Berserker level 19
40th Haze 122nd year of Ascendancy at 07:29 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Li'l Baby Junior Bumpkins the Cornac Berserker level 24
39th Regrowth 123rd year of Ascendancy at 19:19 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Li'l Baby Junior Bumpkins the Cornac Berserker level 9
5th Flare 122nd year of Ascendancy at 03:27 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Li'l Baby Junior Bumpkins the Cornac Berserker level 21
25th Regrowth 123rd year of Ascendancy at 04:51 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Li'l Baby Junior Bumpkins the Cornac Berserker level 19
40th Haze 122nd year of Ascendancy at 05:37 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Li'l Baby Junior Bumpkins the Cornac Berserker level 22
36th Regrowth 123rd year of Ascendancy at 07:42 see stats
Level 10 (Roguelike)
Got a character to level 10.By Li'l Baby Junior Bumpkins the Cornac Berserker level 10
3rd Dusk 122nd year of Ascendancy at 20:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By Li'l Baby Junior Bumpkins the Cornac Berserker level 20
6th Regrowth 123rd year of Ascendancy at 00:22 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Li'l Baby Junior Bumpkins the Cornac Berserker level 14
30th Dusk 122nd year of Ascendancy at 05:45 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Li'l Baby Junior Bumpkins the Cornac Berserker level 20
6th Regrowth 123rd year of Ascendancy at 03:09 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Li'l Baby Junior Bumpkins the Cornac Berserker level 8
7th Mirth 122nd year of Ascendancy at 03:54 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Li'l Baby Junior Bumpkins the Cornac Berserker level 10
8th Dusk 122nd year of Ascendancy at 03:38 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Li'l Baby Junior Bumpkins the Cornac Berserker level 24
40th Regrowth 123rd year of Ascendancy at 01:40 see stats
Log
Elven guard casts Timeless.
Talent Infusion: Regeneration is ready to use.
Li'l Baby Junior Bumpkins uses Infusion: Regeneration.
Li'l Baby Junior Bumpkins starts regenerating health quickly.
Elven warrior hits Li'l Baby Junior Bumpkins for 43 physical, 5 fire (48 total damage).
Elven blood mage casts Rune: Invisibility.
Elven blood mage vanishes from sight.
Talent Cripple is ready to use.
Li'l Baby Junior Bumpkins has finished recovering.
Li'l Baby Junior Bumpkins performs a melee critical strike against Elven warrior!
Li'l Baby Junior Bumpkins revels in the spilt blood and grows stronger!
Li'l Baby Junior Bumpkins leeches life from Elven warrior!
Li'l Baby Junior Bumpkins hits Elven warrior for 400 physical damage.
Elven warrior hits Li'l Baby Junior Bumpkins for 51 healing, 10 fire (10 total damage) [51 healing].
Li'l Baby Junior Bumpkins killed Elven warrior!
Talent Rush is ready to use.
Something drains life from Li'l Baby Junior Bumpkins!
Elven blood mage's Blood Grasp hits Li'l Baby Junior Bumpkins for 65 blight damage.
Something receives 33 healing from Li'l Baby Junior Bumpkins.
Elven blood mage's Drain hits Li'l Baby Junior Bumpkins for 50 blight damage.
Talent Infusion: Movement is ready to use.
Li'l Baby Junior Bumpkins wears(replacing): steel torque of psychoportation [power 27] (30 cooldown).
Emomina the mean looking elven guard uses Shattering Shout.
Saving game...
