Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 12 / 77% |
Size | medium |
Lifes / Deaths | Killed by Xeda the sick giant venus flytrap at level 12 on the 19th Profit 122nd year of Ascendancy at 04:02 / 1 |
Primary Stats
Strength | 25 (base 12) |
Dexterity | 8 (base 10) |
Constitution | 21 (base 10) |
Magic | 40 (base 34) |
Willpower | 46 (base 29) |
Cunning | 16 (base 10) |
Resources
Life | -23/479 |
Mana | 257/296 |
Equilibrium | 45 |
Healing Factor | 1.086387434555 |
Regeneration | 1.4666230366493 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 42 |
Accuracy | 31 |
Crit Chance | 7% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 31 |
Crit Chance | 8% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +6% |
Nature | +3% |
Mind | +3% |
Arcane | +12% |
Cold | +4% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Blight | +5% |
Darkness | +10% |
Mind | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 47.13621249835 (45%) |
Defense | 27 |
Ranged Defense | 36 |
Fatigue | 19 |
Physical Save | 26 |
Spell Save | 25 |
Mental Save | 22 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 3%( 70%) |
Physical | + 6%( 70%) |
Cold | + 23%( 70%) |
All | 0%( 70%) |
Lightning | + 24%( 70%) |
Light | + 28%( 70%) |
Darkness | + 10%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 760% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shards |
talent | Stone Vines |
talent | Chant of Fortress |
talent | Eldritch Infusion |
detrimental effect | Reduces global action speed by 5%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 21.95 nature damage per turn. Poison |
beneficial effect | The target's skin reacts to damage, granting 26 armour. Stoneskin |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Aeryba (12 def, 1 armour) Aeryba (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+6 eff.) Fatigue: +1% Changes stats: +1 Cun Changes resistances penetration: +5% mind Grants telepathy: Dragon Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | Bethuthra the brass lantern Bethuthra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Physical save: +6 (+3 eff.) Maximum life: +43.00 Light radius: +2 See invisible: +3 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 | Flowercutter the rough leather cap (0 def, 1 armour) Flowercutter the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +4 Wil Changes resistances penetration: +10% nature Equilibrium when hit: +0.08 Mental crit. chance: +2% A cap made of leather. |
On hands | Mirethorn the iron gauntlets (0 def, 1 armour) Mirethorn the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 5 cold Damage when hit (Melee): 4 arcane / 12 nature Changes resistances: +3% nature / +6% cold Changes damage: +12% arcane / +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Zanesarach the iron pickaxe (dig speed 19 turns) Zanesarach the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +7 Str / +4 Con Changes resistances: +2% physical Changes resistances penetration: +10% acid Life regen: +0.20 Maximum life: +22.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
On fingers | Sunmaim the steel ring Sunmaim the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 light Changes stats: +5 Mag / +10 Wil / +5 Cun Changes resistances penetration: +10% darkness Changes damage: +6% light Maximum encumbrance: +20 Spellpower: +5 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Around neck | copper amulet of mastery (0.11 Spell / Eldritch stone) copper amulet of mastery (0.11 Spell / Eldritch stone)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Spell / Eldritch stone Amulets can have magical properties. |
In main hand | iron shield (4 def, 2 armour, 11-13.2 power, 24 block) iron shield (4 def, 2 armour, 11-13.2 power, 24 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Around waist | Chalarig the Carrionravager Chalarig the CarrionravagerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% blight / +6% light / +9% lightning Changes resistances penetration: +5% nature Maximum life: +31.00 A belt that goes around your waist. |
In off hand | reinforced steel shield of radiance (6 def, 6 armour, 17-20.4 power, 62.5 block) reinforced steel shield of radiance (6 def, 6 armour, 17-20.4 power, 62.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +62 Damage (Melee): +12 light When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 11% chance to blind Changes stats: +4 Con / +1 Mag Changes resistances: +10% light Talent granted: +2 Block Handheld deflection devices. |
Cloak | linen cloak 'Tarrifang' (1 def, 0 armour) linen cloak 'Tarrifang' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes damage: +3% mind Grants telepathy: Dragon Maximum life: +33.00 Light radius: +3 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Delaroddabar the Viperroar (3 def, 6 armour) Delaroddabar the Viperroar (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% lightning / +17% cold / +12% light / +10% darkness Changes resistances penetration: +5% blight Changes damage: +3% nature A suit of armour made of leather. |
Inventory
wild infusion of the duelist (resist 18%; cure magical) wild infusion of the duelist (resist 18%; cure magical)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: 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 magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
wild infusion of the warrior (resist 16%; cure physical) wild infusion of the warrior (resist 16%; cure 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: 17 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Wil / +2 Mag Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvoba the Balancevagrant (0 def, 1 armour) Yvoba the Balancevagrant (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature Changes stats: +1 Cun / +1 Con Changes resistances penetration: +10% temporal Changes damage: +6% temporal Physical save: +11 (+5 eff.) Mental save: +11 (+5 eff.) A pair of boots made of leather. |
grounding iron helm of constitution (+2) (0 def, 3 armour) grounding iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Belawen' (1 def, 0 armour) linen wizard hat 'Belawen' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil Changes resistances: +6% acid / +9% fire / +6% cold / +5% arcane / +3% lightning Changes resistances penetration: +5% mind Changes damage: +6% mind A pointy cloth hat, very wizardly... |
spiked reinforced leather armour of clarity (4 def, 7 armour) spiked reinforced leather armour of clarity (4 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +6% mind Mental save: +15 (+7 eff.) A suit of armour made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
132 alchemist agate 132 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
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 (103 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quick iron torque of thermal psionic shield [power 23] (15 cooldown) quick iron torque of thermal psionic shield [power 23] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
4 ametrine 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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
By Bohsmon the Dwarf Stone Warden level 10
2nd Profit 122nd year of Ascendancy at 11:46 see stats
By Bohsmon the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 23:01 see stats
By Bohsmon the Dwarf Stone Warden level 7
1st Acquisition 122nd year of Ascendancy at 08:06 see stats
By Bohsmon the Dwarf Stone Warden level 12
13rd Profit 122nd year of Ascendancy at 06:32 see stats
Log
Xeda the sick giant venus flytrap's Beyond the Flesh misses Bohsmon.
Xeda the sick giant venus flytrap converts some damage to Psi!
Stone Vine from Bohsmon hits Thought-forged bowman for 11 physical, 12 arcane (22 total damage).
Stone Vine from Bohsmon hits Xeda the sick giant venus flytrap for (6 to psi shield), 2 to psi, 2 physical, 4 to psi, 6 arcane (14 total damage).
Poison from Xeda the sick giant venus flytrap hits Bohsmon for 22 nature damage.
Bohsmon uses Block.
Xeda the sick giant venus flytrap uses Mind Sear.
Xeda the sick giant venus flytrap hits Bohsmon for 159 mind damage.
Thought-forged bowman shoots!
Bohsmon counter attacks Xeda the sick giant venus flytrap with his shield shards!
Xeda the sick giant venus flytrap converts some damage to Psi!
Xeda the sick giant venus flytrap's Beyond the Flesh hits Bohsmon for (10 blocked), 0 physical, 9 nature, 9 temporal, (20 blocked), 0 physical, 11 lightning, 3 arcane, 3 arcane (35 total damage).
Bohsmon hits Xeda the sick giant venus flytrap for 1 to psi, 2 light, (2 to psi shield), 1 to psi, 1 mind, 5 to psi, 6 arcane, (7 to psi shield), 2 to psi, 3 nature, (19 to psi shield), 6 to psi, 7 nature, 3 to psi, 4 cold, 7 to psi, 9 arcane, (6 to psi shield), 2 to psi, 2 nature, 7 to psi, 10 light, 3 to psi, 4 cold, 7 to psi, 9 arcane (101 total damage).
Stone Vine from Bohsmon hits Thought-forged bowman for 11 physical, 12 arcane (22 total damage).
Stone Vine from Bohsmon hits Xeda the sick giant venus flytrap for (6 to psi shield), 2 to psi, 2 physical, 4 to psi, 6 arcane (14 total damage).
Poison from Xeda the sick giant venus flytrap hits Bohsmon for 22 nature damage.
Thought-forged bowman's Shoot hits Bohsmon for 21 physical damage.
Bohsmon uses Nature's Touch.
Thought-forged bowman uses Steady Shot.
Bohsmon receives 176 healing.
Xeda the sick giant venus flytrap is free from the stone vine.
Bohsmon instinctively hardens his skin and ignores the attack!
Bohsmon repels an attack from Xeda the sick giant venus flytrap's Beyond the Flesh.
Thought-forged bowman is free from the stone vine.
Thought-forged bowman's Steady Shot hits Bohsmon for 48 physical damage.
Poison from Xeda the sick giant venus flytrap hits Bohsmon for 22 nature damage.
Xeda the sick giant venus flytrap uses Mind Sear.
Saving game...