Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Arcane Blade |
| Level / Exp | 15 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Mayitira the blade horror at level 15 on the 15th Dusk 122nd year of Ascendancy at 10:11 / 2Killed by Hallowed Ghost at level 15 on the 15th Dusk 122nd year of Ascendancy at 10:13 |
Primary Stats
| Strength | 42 (base 36) |
| Dexterity | 15 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 39 (base 35) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 13) |
Resources
| Life | -13/423 |
| Mana | 222/270 |
| Stamina | 190/190 |
| Healing Factor | 1.71 |
| Regeneration | 2.565 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 38 |
| Crit Chance | 9% |
| APR | 30 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 36.122691720792 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.32 (84.180064308682%) |
| Defense | 21.875 |
| Ranged Defense | 23.375 |
| Fatigue | 4 |
| Physical Save | 34.7125 |
| Spell Save | 25.5875 |
| Mental Save | 29.9625 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 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 1144% over 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| beneficial effect | Reduces physical damage received by 15%. Earthen Barrier |
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 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed length of troll intestine. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 | [vs. scholar's pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)] scholar's pair of iron boots of uncanny dodging (3 def, 3 armour)scholar's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +2% (-) Spellpower: +3 (+2 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. survivor's brass lantern of health (Light source)] survivor's brass lantern of healthsurvivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Maximum life: +40.00 (-) Light radius: +2 (-) Healing mod.: +10% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. stabilizing iron helm of trickery (0 def, 3 armour) (On head)] stabilizing iron helm of trickery (0 def, 3 armour)stabilizing iron helm of trickery (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Cun / +2(-) Dex Physical save: +10 (+5 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+4 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+6 eff.) (-) 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 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 13 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-4 eff.)) Fatigue: +0% (+7%) Changes stats: +4 Str / +4 Wil / +0(-6) Cun Changes resistances: +10% nature Changes damage: +8% nature / +8%(+3%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Physical save: +8 (+4 eff.) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Life regen: +0.15 Maximum stamina: +0.00 (-25.00) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused 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 main hand | [vs. Spectral Blade (24-38.4 power, 25 apr) (In main hand)] Spectral Blade (24-38.4 power, 25 apr)Spectral Blade (24-38.4 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 (-) Physical crit. chance: +3.0% (-) Attack speed: 111% (-) Damage (Melee): +10(-) arcane Burst (radius 2) on crit: +30(-) arcane silence When wielded/worn: Mana each turn: +0.50 (-) Spellpower: +5 (+2 eff.) (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
| On hands | [vs. sand rough leather gloves (0 def, 7 armour) (On hands)] sand rough leather gloves (0 def, 7 armour)sand rough leather gloves (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 damage: +3%(-) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. dwarven-steel plate armour of Eyal (5 def, 11 armour) (Main armor)] dwarven-steel plate armour of Eyal (5 def, 11 armour)dwarven-steel plate armour of Eyal (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+3 eff.) (-) Fatigue: +24% (-) Life regen: +1.10 (-) Maximum life: +40.00 (-) Healing mod.: +11% (-) A suit of armour made of metal plates. |
| Cloak | [vs. spellcowled linen cloak of protection (1 def, 0 armour) (Cloak)] spellcowled linen cloak of protection (1 def, 0 armour)spellcowled linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Wil / +2(-) Mag Spell save: +10 (+5 eff.) (-) Mental save: +5 (+2 eff.) (-) Maximum mana: +41.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 257 over 5 turns)] (on body)] regeneration infusion of the wizard (heal 193 over 5 turns)regeneration infusion of the wizard (heal 193 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: 12(-4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193(-81) life over 5(-) turns. Its effects scale with your Magic 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. |
[vs. Infusion: Wild (on body)] wild infusion of the wizard (resist 14%; cure physical)wild infusion of the wizard (resist 14%; 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(+5) 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%(+0%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Magic 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. |
[vs. Feathersteel Amulet (Around neck)] starlit copper amuletstarlit copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Changes resistances: +11% light / +12% darkness Maximum encumbrance: +0 (-20) Blindness immunity: +22% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Nightsong (On fingers, 1 of 2)] psionicist's steel ring of lightning (+22%)psionicist's steel ring of lightning (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-4 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +4 Wil Changes resistances: +22% lightning Changes damage: +11% lightning / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +8 (+4 eff.) (-5 (-2 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] rogue's steel ring of pilferingrogue's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Defense: +12 (+7 eff.) (+6 (+3 eff.)) Fatigue: +0% (+7%) Changes stats: +2(-4) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Maximum stamina: +0.00 (-25.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. dwarven-steel plate armour of Eyal (5 def, 11 armour) (Main armor)] rejuvenating rough leather armour of the deep (1 def, 4 armour)rejuvenating rough leather armour of the deep (1 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 (-7) Defense: +1 (+1 eff.) (-4 (-2 eff.)) Fatigue: +6% (-18%) Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +2.00 (+0.90) Stamina each turn: +0.60 Maximum life: +0.00 (-40.00) Healing mod.: +0% (-11%) A suit of armour made of leather. |
[vs. Girdle of the Calm Waters (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Maximum encumbrance: +70 Knockback immunity: +40% Healing mod.: +0% (-30%) 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. |
[vs. spellcowled linen cloak of protection (1 def, 0 armour) (Cloak)] thick linen cloak (1 def, 5 armour)thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) (-) Changes stats: +0(-1) Wil / +0(-2) Mag Changes resistances: +10% cold Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum mana: +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. scholar's pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)] scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +1% (-1%) Spellpower: +3 (+2 eff.) (-) A pair of boots made of leather. |
[vs. scholar's pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)] Ichorbane the pair of hardened leather boots (0 def, 3 armour)Ichorbane the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +3% (+1%) Changes stats: +2 Cun / +2 Con Changes resistances: +3% nature / +5% arcane Physical save: +15 (+7 eff.) Spell save: +3 (+2 eff.) Mental save: +13 (+6 eff.) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
[vs. stabilizing iron helm of trickery (0 def, 3 armour) (On head)] eldritch linen wizard hat of arcana (1 def, 0 armour)eldritch linen wizard hat of arcana (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +0 (-3) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +0(-2) Dex / +3 Mag / +3 Wil / +0(-3) Cun Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mana each turn: +0.90 Mana when hit: +0.80 Maximum mana: +47.00 Spellpower: +9 (+4 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
[vs. stabilizing iron helm of trickery (0 def, 3 armour) (On head)] iron helm of dexterity (+2) (0 def, 3 armour)iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Dex / +0(-3) Cun Physical save: +0 (+0 eff.) (-10 (-5 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
3 spinel 3 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. |
ametrine 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. |
citrine 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. |
4 zircon 4 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
109 alchemist agate 109 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. |
[vs. survivor's brass lantern of health (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +41.00 (+1.00) Light radius: +2 (-) Healing mod.: +0% (-10%) 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] Byneg (dig speed 40 turns)Byneg (dig speed 40 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: -4% Changes stats: +3 Str / +2 Wil / +1 Cun / +0(-5) Lck Trap disarming bonus: +0 (-5) Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Arnold the Thalore Arcane Blade level 15
13rd Dusk 122nd year of Ascendancy at 15:39 see stats
Level 10 (Roguelike)
Got a character to level 10.By Arnold the Thalore Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 13:57 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Arnold the Thalore Arcane Blade level 9
8th Mirth 122nd year of Ascendancy at 09:21 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Arnold the Thalore Arcane Blade level 9
9th Mirth 122nd year of Ascendancy at 19:47 see stats
Unstoppable (Roguelike)
Returned from the dead.By Arnold the Thalore Arcane Blade level 15
15th Dusk 122nd year of Ascendancy at 10:11 see stats
Log
Arnold casts Earthen Missiles.
Arnold misses Mayitira the blade horror.
In a frenzy Devourer bites at Arnold!
Devourer calms down.
Mayitira the blade horror hits Arnold for 34 physical, 5 nature, 13 acid, 13 fire (64 total damage).
Talent Lightning is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Earthen Barrier is ready to use.
Today is the 15th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:11.
Hallowed Ghost rushes out!
Hallowed Ghost hits Arnold for 28 physical damage.
Mayitira the blade horror hits Arnold for 39 physical, 5 nature, 13 acid, 13 fire (69 total damage).
In a frenzy Devourer bites at Arnold!
Mayitira the blade horror hits Arnold for 30 physical, 5 nature, 13 acid, 13 fire (61 total damage).
Mayitira the blade horror hits Arnold for 41 physical, 5 nature, 13 acid, 13 fire (71 total damage).
Devourer leaps forward in a frenzy!
Arnold casts Earthen Barrier.
Arnold hardens its skin.
In a frenzy Devourer bites at Arnold!
Kinetic Aura hits Arnold for 4 physical damage.
Mayitira the blade horror hits Arnold for 35 physical, 5 nature, 13 acid, 13 fire (66 total damage).
Mayitira the blade horror hits Arnold for 27 physical, 5 nature, 13 acid, 13 fire (57 total damage).
Hallowed Ghost rushes out!
Saving game...
