Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| 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 | Shalore |
| Class | Archmage |
| Level / Exp | 15 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 15 on the 36th Dusk 122nd year of Ascendancy at 01:15 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 14) |
| Magic | 48 (base 41) |
| Willpower | 40 (base 28) |
| Cunning | 12 (base 11) |
Resources
| Life | -17/210 |
| Mana | 253/368 |
| Healing Factor | 1.5 |
| Regeneration | 0.6 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +128.24026912045% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 5 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53.546282092773 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.9 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (35%) |
| Defense | 19.35 |
| Ranged Defense | 24.748857539449 |
| Fatigue | 0 |
| Physical Save | 30.925 |
| Spell Save | 25.4 |
| Mental Save | 18.2 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (3/3)
| 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 209 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Feather Wind |
| talent | Arcane Power |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases global action speed by 28%. Speed |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 3.72 mana per turn. Surging mana |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength 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 |
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 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 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
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 avoidance. 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 sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | [vs. traveler's pair of rough leather boots (0 def, 1 armour) (On feet)] traveler's pair of rough leather boots (0 def, 1 armour)traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-) Maximum encumbrance: +21 (-) Physical save: +6 (+3 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Void Star (Light source)] Void StarVoid Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6%(-) acid / +6%(-) lightning / +6%(-) fire / +6%(-) arcane / +6%(-) cold Spell crit. chance: +5% (-) Light radius: +2 (-) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.87 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+6 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | [vs. Imp Claw (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 176.16 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | [vs. copper ring of power (On fingers, 1 of 2)] copper ring of powercopper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of power (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: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) 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. ethereal ash magestaff of wizardry (15-18 power, 3 apr, lightning element) (In main hand)] ethereal ash magestaff of wizardry (15-18 power, 3 apr, lightning element)ethereal ash magestaff of wizardry (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +13 (+13 eff.) (-) Damage (Melee): 6(-) % chance of confusion Changes stats: +2(-) Wil / +2(-) Mag Changes damage: +15%(-) lightning Talents granted: +1.00(-) Command Staff Maximum mana: +10.00 (-) Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +2% (-) Damage Shield penetration: +17% (-) Staves designed for wielders of magic, by the greats of the art. |
| Main armor | [vs. woollen robe of Linaniil (0 def, 0 armour) (Main armor)] woollen robe of Linaniil (0 def, 0 armour)woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mana each turn: +0.10 (-) Maximum mana: +45.00 (-) Spellpower: +15 (+5 eff.) (-) Spell crit. chance: +5% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. enveloping linen cloak of battle (6 def, 0 armour) (Cloak)] enveloping linen cloak of battle (6 def, 0 armour)enveloping linen cloak of battle (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +1 (+1 eff.) (-) Defense: +6 (+6 eff.) (-) Fatigue: -3% (-) 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. |
| Around neck | [vs. copper amulet of magic (+3) (Around neck)] copper amulet of magic (+3)copper amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Amulets can have magical properties. |
Inventory
[vs. copper amulet of magic (+3) (Around neck)] steel amulet 'Issylanik'steel amulet 'Issylanik' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +4 Str / +0(-3) Mag Amulets can have magical properties. |
[vs. copper ring of power (On fingers, 1 of 2)] AlohorAlohor Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +2 Str Changes resistances: +22% cold Changes damage: +11% cold Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of power (On fingers, 1 of 2)] StarsorrowStarsorrow Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Changes resistances penetration: +10% light Stun/Freeze immunity: +22% Life regen: +0.80 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +1 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of power (On fingers, 1 of 2)] gladiator's steel ring of tenacitygladiator's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+5 eff.) (-) Changes stats: +5 Str / +5 Con Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +27.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of power (On fingers, 1 of 2)] mule's steel ring of arcana(+0.10/turn)mule's steel ring of arcana(+0.10/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: -5% Maximum encumbrance: +21 Silence immunity: +24% Mana each turn: +0.10 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ethereal ash magestaff of wizardry (15-18 power, 3 apr, lightning element) (In main hand)] Kor's Fall (10-12 power, 0 apr, lightning element)Kor's Fall (10-12 power, 0 apr, lightning element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-3) Physical crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-13 (-13 eff.)) Damage (Melee): 0(-6) % chance of confusion Changes stats: +0(-2) Wil / +0(-2) Mag Changes damage: +10%(-5%) lightning / +10% cold / +10% arcane / +10% fire Talent mastery: +0.10 Corruption / Bone Talents granted: +1.00(-) Command Staff Maximum mana: +0.00 (-10.00) Spellpower: +7 (+2 eff.) (-5 (-2 eff.)) Spell crit. chance: +8% (+6%) See invisible: +2 Damage Shield penetration: +0% (-17%) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 126.78 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. ethereal ash magestaff of wizardry (15-18 power, 3 apr, lightning element) (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(+9.0 - +20.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 (+22) Physical crit. chance: +3.0% (-) Attack speed: 111% (+11%) Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Defense: +0 (+0 eff.) (-13 (-13 eff.)) Damage (Melee): 0(-6) % chance of confusion Changes stats: +0(-2) Wil / +0(-2) Mag Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Mana each turn: +0.50 Maximum mana: +0.00 (-10.00) Spellpower: +5 (+2 eff.) (-7 (-2 eff.)) Spell crit. chance: +0% (-2%) See invisible: +10 Damage Shield penetration: +0% (-17%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
[vs. woollen robe of Linaniil (0 def, 0 armour) (Main armor)] miasmic cured leather armour of the deep (2 def, 6 armour)miasmic cured leather armour of the deep (2 def, 6 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +6 Armour: +6 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 6 acid Damage (Ranged): 6 acid Changes resistances: +16% acid / +6% cold / +12% nature Allows you to breathe in: water Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-45.00) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-5%) A suit of armour made of leather. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] stabilizing rough leather cap of strength (+3) (0 def, 1 armour)stabilizing rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-11) Armour Hardiness: +0% (-5%) Fatigue: +1% (-4%) Changes stats: +3 Str / +0(-3) Con Physical save: +11 (+6 eff.) (-1 (+0 eff.)) Stun/Freeze immunity: +0% (-30%) A cap made of leather. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-6) Armour Hardiness: +0% (-5%) Fatigue: +8% (+3%) Changes stats: +5 Str / +4 Wil / +5(+2) Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+6 eff.) Mental save: +12 (+7 eff.) Stun/Freeze immunity: +0% (-30%) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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. |
4 spinel 4 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature 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. |
3 zircon 3 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. |
3 aquamarine 3 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. |
opal 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 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Void Star (Light source)] bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0%(-6%) acid / +0%(-6%) lightning / +0%(-6%) fire / +0%(-6%) arcane / +0%(-6%) cold Spell crit. chance: +0% (-5%) Light radius: +5 (+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. |
[vs. Void Star (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +0%(-6%) acid / +0%(-6%) lightning / +0%(-6%) fire / +0%(-6%) arcane / +0%(-6%) cold Spell crit. chance: +0% (-5%) Light radius: +1 (-1) Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. Imp Claw (Tool)] 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: +3 Str Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Imp Claw (Tool)] iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Light radius: +0 (-1) See stealth: +0 (-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. |
[vs. Imp Claw (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) Light radius: +0 (-1) See stealth: +0 (-10) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. Imp Claw (Tool)] supercharged elm wand of conjuration [power 109] (13 cooldown)supercharged elm wand of conjuration [power 109] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to fire a bolt of a random element (dam 54-109), putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Evil Genius the Shalore Archmage level 13
19th Dusk 122nd year of Ascendancy at 07:45 see stats
Level 10 (Roguelike)
Got a character to level 10.By Evil Genius the Shalore Archmage level 10
9th Mirth 122nd year of Ascendancy at 20:56 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Evil Genius the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Evil Genius the Shalore Archmage level 10
10th Mirth 122nd year of Ascendancy at 14:06 see stats
Log
Evil Genius receives 479 healing.
Evil Genius stops regenerating health quickly.
Talent Lightning is ready to use.
Luminous horror's light area effect hits Evil Genius for 25 light damage.
Arcane Vortex from Evil Genius hits Luminous horror for 16 arcane damage.
Arcane Vortex from Evil Genius hits Luminous horror for 16 arcane damage.
Luminous horror hits Evil Genius for 20 light damage.
Evil Genius casts Lightning.
Talent Chain Lightning is ready to use.
Evil Genius casts Lightning.
You collect a new ingredient: pouch of luminous horror dust.
Evil Genius hits Luminous horror for 133 lightning damage.
Evil Genius hits Luminous horror for 49 arcane damage.
Evil Genius resists the punch!
Evil Genius killed Luminous horror!
Something hits Evil Genius for 66 physical damage.
Luminous horror hits Evil Genius for 20 light damage.
Talent Shock is ready to use.
Evil Genius casts Nova.
You collect a new ingredient: pouch of luminous horror dust.
Evil Genius hits Luminous horror for 48 lightning damage.
Evil Genius killed Luminous horror!
Evil Genius casts Rune: Manasurge.
Evil Genius starts to surge mana.
Talent Lightning is ready to use.
Saving game...
