












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 14 / 56% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 10 on the 3rd Mirth 122nd year of Ascendancy at 07:09 / 3Killed by Lisildassra the fox at level 12 on the 1st Summertide 122nd year of Ascendancy at 15:47 Killed by Layawen the bee swarm at level 14 on the 3rd Summertide 122nd year of Ascendancy at 04:44 |
Primary Stats
Strength | 46 (base 40) |
Dexterity | 11 (base 10) |
Constitution | 13 (base 10) |
Magic | 40 (base 31) |
Willpower | 18 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | -47/512 |
Positive | 19/89 |
Stamina | 182/182 |
Healing Factor | 1.0283363011315 |
Regeneration | 3.3420929786773 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 5 |
Infravision | 7 |
See Stealth | 16 |
See Invisible | 22 |
Offense: Mainhand
Damage | 57 |
Accuracy | 27 |
Crit Chance | 10% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +1015% |
Light | +2000% |
Darkness | +1009% |
Physical | +2000% |
Fire | +2000% |
All | +1000% |
Offense: Damage Penetration
Acid | +115% |
Light | +120% |
Physical | +109% |
Mind | +85% |
All | +100% |
Defense: Base
Armour (hardiness) | 24.413408721348 (65.897138898113%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 16 |
Physical Save | 36 |
Spell Save | 27 |
Mental Save | 28 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Light | + 25%( 70%) |
Fire | + 15%( 70%) |
Physical | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Bleed Resistance | 20% |
Blind Resistance | 81% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 2615.79 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
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 failed to protect the injured seer from death by Xeribeth the large brown snake. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Siloramina the giant lightning ant. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Adyldawen the giant green ant. Escort: repented thief (level 3 of Trollmire) | failed |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed pouch of luminous horror dust. * '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 | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +3 Wil Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Stamina each turn: +0.50 Maximum stamina: +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +30 (+15 eff.) Changes resistances: +3% lightning Changes damage: +9% darkness Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 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 | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 299.36 to 898.07 lightning damage (598.71 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Wil Reduces incoming crit damage: 15.00% Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +1 Mag Changes resistances: +15% fire Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +13 (+7 eff.) Cut immunity: +20% Disarm immunity: +23% Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
In main hand | ![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +6% blight / +5% arcane Changes resistances penetration: +9% physical Sharp, long, and deadly. |
Main armor | ![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Con Changes resistances: +9% acid / +6% physical Changes damage: +15% acid Physical save: +12 (+5 eff.) Infravision radius: +3 See invisible: +6 A suit of armour made of mail. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +16 light When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Wil / +7 Mag Changes resistances: +18% lightning Changes resistances penetration: +20% light Talent granted: +1 Block Light radius: +2 Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 27% Changes stats: +1 Wil Changes resistances penetration: +15% acid Maximum life: +30.00 Mindpower: +10 (+5 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 | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() Belona the Scaldwilter Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +30 (+13 eff.) Changes resistances: +6% blight / +6% fire / +7% nature / +2% physical Changes resistances penetration: +10% fire Changes damage: +6% fire Poison immunity: +13% Disease immunity: +11% Maximum stamina: +20.00 Rings make your fingers look great! |
![]() acidic steel dagger of corruption (12-15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 2). On weapon crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Delygorig the steel greatmaul (39-58 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+3 eff.) Defense: +20 (+10 eff.) Disarm immunity: +31% Maximum stamina: +20.00 Mental crit. chance: +3% Massive two-handed mauls. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% When wielded/worn: Armour: +4 Mental save: +6 (+3 eff.) Disease immunity: +10% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Blunt and deadly. |
![]() iron mace 'Xerina' (12-17 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +4 Str / +6 Dex / +5 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% darkness Only die when reaching: -80.00 life Maximum stamina: +30.00 Blunt and deadly. |
![]() rough leather sling 'Glintstun' Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 On weapon hit: * 20% chance to reduce damage dealt by 16% Damage (Ranged): +4 darkness Damage (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 8 fire Changes damage: +15% light Slings are used to hurl stones or metal shots at your foes. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +25 (+13 eff.) Changes resistances: +24% fire / +22% cold / +17% physical / +9% all Changes resistances penetration: +5% arcane Changes damage: +16% fire / +15% cold / +17% physical Blindness immunity: +10% Disease immunity: +20% Maximum life: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +20% mind / +10% fire Changes damage: +3% fire Infravision radius: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Cun / +1 Con Changes resistances: +6% blight / +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() iron gauntlets of butchering (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% blight Spell save: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Cyromilemira the Ravenwinter (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 6 darkness Changes stats: +3 Str / +3 Cun / +3 Con Changes resistances: +12% darkness Mental save: +3 (+2 eff.) A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 mind Changes stats: +4 Dex / +1 Cun / +3 Con Changes resistances: +5% physical Physical save: +11 (+5 eff.) Light radius: +1 A suit of armour made of mail. |
![]() Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +3 Fatigue: +8% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +3% acid Changes resistances penetration: +15% mind Mental save: +5 (+3 eff.) Mental crit. chance: +1% Light radius: +3 See stealth: +5 See invisible: +6 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Mayulaith [power 160] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Changes stats: +2 Con Changes damage: +6% acid / +6% physical Light radius: +1 Infravision radius: +3 It can be used to fire a magical bolt dealing 1760 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Praise The Wrong Sun the Higher Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 03:27 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 14:56 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 10:28 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 10:28 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 14
3rd Summertide 122nd year of Ascendancy at 04:41 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 03:29 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 13
2nd Summertide 122nd year of Ascendancy at 18:27 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 12
6th Mirth 122nd year of Ascendancy at 07:05 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 12
4th Mirth 122nd year of Ascendancy at 07:27 see stats
By Praise The Wrong Sun the Higher Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 07:10 see stats
Log
Betymikira the anaconda performs a melee critical strike against Praise The Wrong Sun!
Personal New Achievement: That was close (Madness (Roguelike) difficulty)!
Praise The Wrong Sun resists Betymikira the anaconda's 'Constricted'!
Praise The Wrong Sun is poisoned!
Betymikira the anaconda shares damage with his oozes!
Melee retaliation hits Betymikira the anaconda for 70 light, 70 light (140 total damage).
Betymikira the anaconda hits Praise The Wrong Sun for 13 mind, 1 mind, 1 darkness, 18 mind, 1 mind, 1 darkness (36 total damage).
Melee retaliation killed Betymikira the anaconda!
Betymikira the anaconda shrugs off Praise The Wrong Sun's 'Lightblight'!
Praise The Wrong Sun's Judgement hits Bloated ooze for 1416 light damage.
Praise The Wrong Sun receives 39 healing from Praise The Wrong Sun's Judgement.
Praise The Wrong Sun's Judgement killed Bloated ooze!
Poison from Betymikira the anaconda hits Praise The Wrong Sun for 8 nature damage.
Praise The Wrong Sun casts Wave of Power.
Praise The Wrong Sun hits Giant carpenter ant for 3375 physical damage.
Layawen the bee swarm rushes out!
Layawen the bee swarm performs a melee critical strike against Praise The Wrong Sun!
Praise The Wrong Sun is cut deeply.
Praise The Wrong Sun is dazed!
Praise The Wrong Sun killed Giant carpenter ant!
Layawen the bee swarm hits Praise The Wrong Sun for 13 physical, 7 physical (19 total damage).
Melee retaliation hits Layawen the bee swarm for 215 light, 183 light (398 total damage).
Layawen the bee swarm uses Flurry.
Layawen the bee swarm performs a melee critical strike against Praise The Wrong Sun!
Praise The Wrong Sun is not dazed anymore.
Layawen the bee swarm is recovering from the damage!
Layawen the bee swarm hits Praise The Wrong Sun for 21 physical, 7 physical, 12 physical, 7 physical, 10 physical (58 total damage).
Melee retaliation hits Layawen the bee swarm for 183 light, 183 light, 183 light, 183 light, 183 light, 183 light (1097 total damage).
Praise The Wrong Sun the level 14 higher sun paladin was punctured to death by Layawen the bee swarm on level 3 of Old Forest.