










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 18 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Glelravea the yellow ooze at level 18 on the 48th Dusk 122nd year of Ascendancy at 08:18 / 2Killed by Silobeth the sandworm at level 18 on the 48th Dusk 122nd year of Ascendancy at 12:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 11) |
| Dexterity | 47 (base 41) |
| Constitution | 18 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 31 (base 18) |
| Cunning | 39 (base 33) |
Resources
| Life | -32/382 |
| Stamina | 24/196 |
| Equilibrium | 24 |
| Healing Factor | 1.513829787234 |
| Regeneration | 9.3787618439392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 5 |
| See Stealth | 33.80269634765 |
| See Invisible | 33.80269634765 |
| Stealth | 43.790227278298 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 38 |
| Crit Chance | 19% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 38 |
| Crit Chance | 18% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +15% |
| Darkness | +3% |
| Arcane | +3% |
| Physical | +4% |
| Nature | +11% |
Offense: Damage Penetration
| Fire | +25% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 25 (38.536585365854%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 2.669446550417 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Pinning Resistance | 47% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 51% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 8 turns. While Heroism is active, you will only die when reaching -330 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 427% 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 Constitution stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Stealth |
| talent | Apply Poison |
| talent | Trained Reactions |
| detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.1 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
| beneficial effect | You gain 25% resistance against arcane. Resolve |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Increases defense by 12. Mobile Defense |
| beneficial effect | The target has 31% chance to evade melee and ranged attacks and gains 26 defense. Evasion |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
| beneficial effect | You are focused on weaknesses you have found in your target's defences. Your melee attacks against Silobeth the sandworm deal +18.5 damage and have +35% resistance penetration. Exploiting Weaknesses |
| beneficial effect | Parrying melee and ranged attacks: Has a 24% chance to deflect up to 15 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Khelydur (0 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +12 Fatigue: +1% Changes stats: +4 Dex Changes resistances penetration: +5% physical Infravision radius: +1 Healing mod.: +10% A pair of boots made of leather. |
| Light source | brass lantern 'Elirebeth'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Cun / +6 Con 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 | Glimmerwrack the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +8 (+2 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Wil Physical save: +19 (+9 eff.) Healing mod.: +5% A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Eloleta' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Con Changes resistances: +6% light / +12% fire Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | telekinetic dwarven-steel torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent granted: +1 Telekinetic Blast It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bethidara the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +1 Con Critical mult.: +10.00% Spell save: +12 (+6 eff.) Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +20.00 Maximum stamina: +13.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Heatwire'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +22% nature / +6% fire Changes resistances penetration: +25% fire Changes damage: +11% nature / +3% darkness Rings can have magical properties. |
| Around neck | Nightresolve the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +12% temporal / +6% darkness / +5% arcane Changes damage: +3% arcane Pinning immunity: +23% Knockback immunity: +26% Amulets can have magical properties. |
| In main hand | insidious dwarven-steel dagger of massacre (25-32.5 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 insidious poison Sharp, short and deadly. |
| Around waist | 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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel dagger of amnesia (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
| Cloak | Boltbliss the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning Changes damage: +15% light / +6% lightning Physical save: +6 (+3 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 | rejuvenating hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +2.80 Stamina each turn: +1.60 A suit of armour made of leather. |
Inventory
regeneration infusion of the warrior (heal 309 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 11%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.Sunmight the dwarven-steel greatmaul (54-81 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +5% darkness Light radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of erosion (35-56 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature / +12 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.inquisitor's steel mace of massacre (22.5-31.5 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn On weapon crit: * burns latent spell energy Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Splendourumbra (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes resistances: +17% cold Changes resistances penetration: +10% light Changes damage: +6% light Grants telepathy: Dragon Demon/Major Demon/Minor Hate when firing a critical mind attack: +2.00 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.Zubivena the 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% Changes resistances: +6% darkness / +9% temporal / +6% light / +5% arcane Spell save: +6 (+3 eff.) Life regen: +2.50 Healing mod.: +14% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Bleakwild the hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 darkness / 12 acid Changes resistances: +9% acid Changes damage: +9% darkness Life regen: +1.80 Stamina each turn: +0.50 Maximum stamina: +18.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Dazzleglean (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% cold / +15% mind / +9% light Changes resistances penetration: +25% light / +10% mind Allows you to breathe in: water Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Stormbraid (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% nature / +6% blight Changes resistances penetration: +10% lightning Spell save: +30 (+15 eff.) Blindness immunity: +10% Confusion immunity: +5% Psi each turn: +0.15 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Blazeslicer' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +3% blight / +6% cold / +12% light / +6% lightning Spell save: +12 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +17% fire / +12% light / +11% darkness A suit of armour made of leather. |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
123 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of thermal psionic shield [power 71] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 71 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Corn the Cornac Rogue level 18
36th Dusk 122nd year of Ascendancy at 06:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Corn the Cornac Rogue level 15
20th Dusk 122nd year of Ascendancy at 16:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Corn the Cornac Rogue level 10
5th Flare 122nd year of Ascendancy at 13:28 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Corn the Cornac Rogue level 18
48th Dusk 122nd year of Ascendancy at 05:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Corn the Cornac Rogue level 9
4th Flare 122nd year of Ascendancy at 09:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Corn the Cornac Rogue level 11
9th Flare 122nd year of Ascendancy at 09:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Corn the Cornac Rogue level 15
20th Dusk 122nd year of Ascendancy at 16:08 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Corn the Cornac Rogue level 18
48th Dusk 122nd year of Ascendancy at 08:18 see stats
Log
Corn is stunned!
Silobeth the sandworm hits Corn for 30 physical, 20 physical, 36 physical, 20 physical (106 total damage).
Corn hits Silobeth the sandworm for 4 lightning, (6 to psi shield), 6 arcane, (2 to psi shield), 2 light, 4 lightning, (6 to psi shield), 6 arcane, (2 to psi shield), 2 light (24 total damage).
Corn receives 22 healing.
Corn uses Evasion.
Corn tries to evade attacks.
3-headed hydra regains their energy.
3-headed hydra is no longer poisoned.
3-headed hydra misses Corn.
Corn evades Turtle.
Insidious Poison from Corn hits 3-headed hydra for 1 nature damage.
Silobeth the sandworm receives 27 healing.
Insidious Poison from Corn hits Silobeth the sandworm for (0 to psi shield), 0 nature (0 total damage).
Deadly Poison from Corn hits Silobeth the sandworm for (4 to psi shield), 2 nature (2 total damage).
Silobeth the sandworm rushes out!
Silobeth the sandworm misses Corn.
Corn receives 22 healing.
3-headed hydra misses Corn.
Corn evades Turtle.
Insidious Poison from Corn hits 3-headed hydra for 1 nature damage.
Silobeth the sandworm is no longer poisoned.
Corn evades Silobeth the sandworm's Beyond the Flesh.
Silobeth the sandworm receives 27 healing.
Insidious Poison from Corn hits Silobeth the sandworm for (0 to psi shield), 0 nature (0 total damage).
Silobeth the sandworm uses Telekinetic Smash.
Corn's mind surges with critical power!
Corn is invigorated by the attack!
Silobeth the sandworm shrugs off the critical damage!
Saving game...






















































































