Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! 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: Arcanum Class Pack 1.0.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 25 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 25 on the 74th Haze 122nd year of Ascendancy at 01:59 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 37) |
| Dexterity | 1 (base 11) |
| Constitution | 37.885342433479 (base 38) |
| Magic | 10 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 47 (base 41) |
Resources
| Life | -89/896 |
| Stamina | 86/200 |
| Equilibrium | 0 |
| Healing Factor | 1.3 |
| Regeneration | 84.878510937639 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 6 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 51 |
| Crit Chance | 36% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.85 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +10% |
| Physical | +5% |
Offense: Damage Penetration
| Temporal | +10% |
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 21.92 (81.030927835052%) |
| Defense | 20.425 |
| Ranged Defense | 20.425 |
| Fatigue | 8 |
| Physical Save | 27.304934925859 |
| Spell Save | 25.825 |
| Mental Save | 47.966666666667 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 37%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 43%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 46%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Confusion Resistance | 20% |
| Pinning Resistance | 34% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 183 life. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 840% 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 Willpower stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 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 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 48.35 life per turn. Regeneration |
| beneficial effect | You gain 9% resistance against blight. Resolve |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 17 and doing 70.64 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its constitution by 16 and doing 38.04 blight damage per turn. Rotting Disease |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 11.14, and stamina regeneration by 2.23. Bloodbath |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +2. | 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 Heightened Senses (+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 Possessed. | 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. | 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * You've found the needed bear paw. 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 vial of squid ink. * You've found the needed storm wyrm claw. * 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | dreamer's pair of hardened leather boots of evasion (16 def, 3 armour) dreamer's pair of hardened leather boots of evasion (16 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +16 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +7 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 22% chance to completely evade them and granting you 9 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +2 See stealth: +6 See invisible: +5 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 | dwarven-steel helm 'Elenyyon' (0 def, 4 armour) dwarven-steel helm 'Elenyyon' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 Armour: +4 Fatigue: +4% Changes stats: +10 Con Damage when the wearer hits(melee): 4 physical Changes resistances: +7% lightning / +8% temporal Stamina each turn: +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. 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 9 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 | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 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 21 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. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +7 Defense: +7 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. |
| 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% blight / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Silora the Stormnigh (56-89.6 power, 3 apr) Silora the Stormnigh (56-89.6 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 56.0 - 89.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +12 mind When wielded/worn: Physical power: +11 Changes stats: +6 Con Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 4 lightning Changes resistances: +3% temporal Changes resistances penetration: +12% physical / +10% temporal Disarm immunity: +23% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed swords. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% cold / +10% lightning Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 118.90 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | hardened iron plate armour of lightning resistance (3 def, 12 armour) hardened iron plate armour of lightning resistance (3 def, 12 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 Fatigue: +20% Changes resistances: +5% physical / +5% fire / +22% lightning / +6% acid / +5% cold A suit of armour made of metal plates. |
| Cloak | cashmere cloak of the hunt (2 def, 0 armour) cashmere cloak of the hunt (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 Defense: +2 Fatigue: -6% Maximum life: +60.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 5.2 Power cost: 45 out of 45/45. 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 46% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ragidan RagidanCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +7 Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +4 Wil Grants telepathy: Humanoid/Orc Critical mult.: +14.00% Mental save: +8 Confusion immunity: +10% Life regen: +2.30 Mindpower: +12 Infravision radius: +2 Amulets can have magical properties. |
Inventory
Rune of the Rift (258.00 temporal damage, removed from time 4 turns) Rune of the Rift (258.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 258.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
mindweaver's steel amulet of willpower (+4) mindweaver's steel amulet of willpower (+4)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +7 Confusion immunity: +12% Mindpower: +5 Amulets can have magical properties. |
starlit steel amulet of the fish starlit steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% cold / +12% darkness / +10% light Allows you to breathe in: water Blindness immunity: +24% 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: +50% Healing mod.: +14% 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 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
vitalizing steel amulet vitalizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +7 Life regen: +1.00 Maximum life: +33.00 Amulets can have magical properties. |
Gluwyn GluwynCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Damage when the wearer hits(melee): 2 blight Changes resistances: +6% mind Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +7 Defense: +7 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. |
warrior's steel ring of fire (+24%) warrior's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
Layorinor (33.5-53.6 power, 2 apr) Layorinor (33.5-53.6 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Silence immunity: +15% Disarm immunity: +5% Stun/Freeze immunity: +5% Massive two-handed swords. |
arcing dwarven-steel greatsword of rage (36.5-58.4 power, 2 apr) arcing dwarven-steel greatsword of rage (36.5-58.4 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +14 lightning When wielded/worn: Accuracy: +10 Changes stats: +4 Str Changes damage: +10% physical Stamina when hit: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Gorepanic the stralite longsword (33-46.2 power, 5 apr)Gorepanic the stralite longsword (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +25 darkness Damage conversion: 20% nature Damage against: +13% Humanoid When wielded/worn: Changes resistances: +9% darkness / +6% nature Sharp, long, and deadly. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of the Shaloren (8 def, 0 armour)enveloping cashmere cloak of the Shaloren (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes stats: +1 Wil / +1 Mag Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flameworth the pair of iron boots (0 def, 3 armour) Flameworth the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 2 arcane / 2 fire Damage when the wearer is hit: 8 arcane Changes resistances penetration: +6% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of hardened leather boots (0 def, 3 armour) restorative pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Life regen: +2.40 Healing mod.: +13% A pair of boots made of leather. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Inflicts 95.18 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Aeraruibers the Nightwisp (3 def, 0 armour) Aeraruibers the Nightwisp (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 20 darkness Changes resistances: +65% mind Changes damage: +41% mind Physical save: +24 Mental save: +23 Maximum psi: +45.00 Mindpower: +14 Mental crit. chance: +4% Light radius: +1 A pointy cloth hat, very wizardly... |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
dwarven-steel plate armour 'Hyhor' (5 def, 11 armour) dwarven-steel plate armour 'Hyhor' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +21% temporal Physical save: +6 Life regen: +0.60 Psi each turn: +0.20 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
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. |
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. |
hateful steel torque of charged psionic shield [power 51] (20 cooldown) hateful steel torque of charged psionic shield [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 51 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 43] (20 cooldown) steel torque of kinetic psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 43 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of kinetic psionic shield [power 133] (32 cooldown) overpowered dwarven-steel torque of kinetic psionic shield [power 133] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 133 for 6 turns, placing all other charms into a 32 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered yew totem of cure illness [power 3] (31 cooldown) overpowered yew totem of cure illness [power 3] (31 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 3 diseases from the target, placing all other charms into a 31 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure illness [power 2] (20 cooldown) yew totem of cure illness [power 2] (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. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Anal Prolapser Jr. the Cornac Berserker level 23
35th Haze 122nd year of Ascendancy at 08:25 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Anal Prolapser Jr. the Cornac Berserker level 9
3rd Flare 122nd year of Ascendancy at 00:19 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Anal Prolapser Jr. the Cornac Berserker level 19
26th Haze 122nd year of Ascendancy at 07:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Anal Prolapser Jr. the Cornac Berserker level 18
20th Haze 122nd year of Ascendancy at 14:51 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anal Prolapser Jr. the Cornac Berserker level 24
66th Haze 122nd year of Ascendancy at 11:50 see stats
Level 10 (Roguelike)
Got a character to level 10.By Anal Prolapser Jr. the Cornac Berserker level 10
1st Dusk 122nd year of Ascendancy at 22:51 see stats
Level 20 (Roguelike)
Got a character to level 20.By Anal Prolapser Jr. the Cornac Berserker level 20
27th Haze 122nd year of Ascendancy at 07:14 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Anal Prolapser Jr. the Cornac Berserker level 18
9th Haze 122nd year of Ascendancy at 05:18 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Anal Prolapser Jr. the Cornac Berserker level 10
2nd Dusk 122nd year of Ascendancy at 00:30 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Anal Prolapser Jr. the Cornac Berserker level 16
40th Dusk 122nd year of Ascendancy at 04:04 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Anal Prolapser Jr. the Cornac Berserker level 10
6th Dusk 122nd year of Ascendancy at 16:57 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Anal Prolapser Jr. the Cornac Berserker level 16
39th Dusk 122nd year of Ascendancy at 04:51 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Anal Prolapser Jr. the Cornac Berserker level 25
73rd Haze 122nd year of Ascendancy at 23:48 see stats
Log
Anal Prolapser Jr. is free from the decrepitude disease.
Anal Prolapser Jr. stops burning.
Rotting Disease from Elven cultist hits Anal Prolapser Jr. for 4 blight damage.
Weakness Disease from Elven cultist hits Anal Prolapser Jr. for 30 blight damage.
Elven cultist casts Rune: Lightning.
Anal Prolapser Jr. is invigorated by the attack!
Elven cultist misses Anal Prolapser Jr..
Elven cultist hits Anal Prolapser Jr. for 18 lightning damage.
Anal Prolapser Jr. is afflicted by a decrepitude disease!
Something misses Anal Prolapser Jr..
Anal Prolapser Jr. is invigorated by the attack!
Anal Prolapser Jr. is invigorated by the attack!
Anal Prolapser Jr.'s mind surges with critical power!
Anal Prolapser Jr. is invigorated by the attack!
Anal Prolapser Jr. has finished recovering.
Weakness Disease from Elven cultist hits Anal Prolapser Jr. for 30 blight damage.
Rotting Disease from Elven cultist hits Anal Prolapser Jr. for 4 blight damage.
Decrepitude Disease from Elven cultist hits Anal Prolapser Jr. for 61 blight damage.
Something misses Anal Prolapser Jr..
Something misses Anal Prolapser Jr..
Something misses Anal Prolapser Jr..
Anal Prolapser Jr. is invigorated by the attack!
Anal Prolapser Jr. is invigorated by the attack!
Anal Prolapser Jr. is free from the weakness disease.
You are no longer encumbered.
Rotting Disease from Elven cultist hits Anal Prolapser Jr. for 4 blight damage.
Decrepitude Disease from Elven cultist hits Anal Prolapser Jr. for 50 blight damage.
Saving game...
