









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 21 / 44% |
| Size | big |
| Lifes / Deaths | Killed by Yvysekira the rogue at level 21 on the 15th Regrowth 123rd year of Ascendancy at 06:38 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 46) |
| Dexterity | 4 (base 11) |
| Constitution | 9 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 39 (base 39) |
| Cunning | 22 (base 16) |
Resources
| Life | -5/707 |
| Stamina | 141/222 |
| Equilibrium | 38 |
| Healing Factor | 0.99162011173182 |
| Regeneration | 4.0334613872968 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -27% |
| Spell | 0% |
| Global | +84.033613445378% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 42 |
| Crit Chance | 65% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Fire | +14% |
| Physical | +3% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 40.292304923968 (86.818181818182%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 10 |
| Physical Save | 40 |
| Spell Save | 43 |
| Mental Save | 20 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 64%( 70%) |
| All | 0%( 70%) |
| Temporal | + 12%( 70%) |
| Arcane | 0%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 45% |
| Knockback Resistance | 21% |
| Stun Resistance | 56% |
| Pinning Resistance | 76% |
| Silence Resistance | 15% |
| Poison Resistance | 15% |
| Blind Resistance | 5% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 23 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: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 376% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 131 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Antimagic Shield |
| talent | Berserker Rage |
| detrimental effect | The target is on fire, taking 22.31 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 9%. Slow |
| detrimental effect | The target is disabled, reducing movement speed by 27% and accuracy by 20. Disable |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 27.27 fire damage, and talent cooldowns are increased by 45% plus 1 turn. Burning Hex |
| beneficial effect | You gain 22% resistance against fire. Resolve |
| beneficial effect | Increases critical hit chance by 22%. Berserker Rage |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 20% and slowing it by -10% Overwhelming Fear |
| detrimental effect | Huge cut that bleeds, doing 32.17 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Pyrenaught the pair of rough leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: -4% Changes resistances: +6% fire Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Life regen: +0.40 Maximum life: +30.00 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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 | Dagebers the cashmere wizard hat (2 def, 2 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +6% blight / +8% fire / +3% mind / +25% cold Changes damage: +13% cold Spell save: +9 (+3 eff.) Equilibrium when hit: +1.20 Psi when hit: +1.30 Hate when hit: +0.90 A pointy cloth hat, very wizardly... |
| Tool | Murkpower the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Str / +4 Cun Changes resistances penetration: +5% arcane Changes damage: +6% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
| On fingers | gold ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
| Around waist | rough leather belt 'Hethel'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +6 Effects on melee hit: * 10% chance to disease Spell save: +5 (+2 eff.) Stamina each turn: +0.40 Maximum life: +40.00 Size category: +1 A belt that goes around your waist. |
| In main hand | voratun battleaxe 'Bregimafast' (70.5-105.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +19 Physical crit. chance: +14.0% Defense: +19 (+8 eff.) Changes resistances penetration: +5% blight Critical mult.: +23.00% Disarm immunity: +45% Massive two-handed battleaxes. |
| On hands | Yvenor the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 18 mind / 20 darkness Changes stats: +1 Str Spell save: +9 (+3 eff.) Mental save: -13 (-13 eff.) Poison immunity: +15% Mindpower: +5 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour 'Xerylena' (9 def, 10 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes stats: +3 Str / +1 Dex / +2 Cun / +4 Con Changes resistances: +15% cold / +2% physical Changes damage: +3% physical Mental save: +12 (+6 eff.) Blindness immunity: +5% Silence immunity: +15% Maximum life: +46.00 A suit of armour made of mail. |
| Cloak | Burnwarden the elven-silk cloak (26 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +26 (+10 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +1 Str / +2 Con Changes resistances: +3% nature / +3% blight Changes damage: +3% fire Physical save: +36 (+12 eff.) Spell save: +30 (+10 eff.) Maximum life: +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
insidious poison infusion (7 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 6.91 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
slime-covered dwarven-steel battleaxe of erosion (34.5-51.75 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% Damage (Melee): +7 temporal / +12 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Halykalthorim the Dayvagrant (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 8% chance to corrode armour by 30% * 40% chance to blind When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +7% acid Mental save: +18 (+9 eff.) Life regen: +0.80 Hate when firing a critical mind attack: +1.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. |
mighty hardened leather sling of recursionRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
Brodehor the Windarc (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +2 Wil Changes resistances penetration: +5% nature Critical mult.: +20.00% Maximum life: +31.00 Mindpower: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkjustice the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% acid / +9% fire Spell save: +30 (+10 eff.) Infravision radius: +2 A pair of boots made of leather. |
iron gauntlets 'Drugen' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to corrode armour by 30% * Slows global speed by 15% Damage (Melee): 6 cold Changes resistances: +6% acid / +6% light / +3% blight / +6% cold / +5% arcane Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Windwrack (0 def, 1 armour) =water breathe=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% nature / +9% fire Changes damage: +18% nature / +6% fire Allows you to breathe in: water A cap made of leather. |
enlightening steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Changes resistances: +17% fire Mental save: +10 (+5 eff.) A suit of armour made of mail. |
8 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. |
441 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 319/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
tentacled ash totem of cure ailments [power 2] (2/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Fo_Sure_Dying_To_BS the Cornac Berserker level 16
34th Dusk 122nd year of Ascendancy at 20:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fo_Sure_Dying_To_BS the Cornac Berserker level 12
11st Dusk 122nd year of Ascendancy at 07:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fo_Sure_Dying_To_BS the Cornac Berserker level 10
9th Flare 122nd year of Ascendancy at 16:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fo_Sure_Dying_To_BS the Cornac Berserker level 20
57th Dusk 122nd year of Ascendancy at 20:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Fo_Sure_Dying_To_BS the Cornac Berserker level 15
22nd Dusk 122nd year of Ascendancy at 15:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fo_Sure_Dying_To_BS the Cornac Berserker level 16
42nd Dusk 122nd year of Ascendancy at 09:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fo_Sure_Dying_To_BS the Cornac Berserker level 7
1st Summertide 122nd year of Ascendancy at 05:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fo_Sure_Dying_To_BS the Cornac Berserker level 10
1st Dusk 122nd year of Ascendancy at 18:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fo_Sure_Dying_To_BS the Cornac Berserker level 16
30th Dusk 122nd year of Ascendancy at 01:01 see stats
Log
Burning from Aeruwen the thief hits Fo_Sure_Dying_To_BS for (6 antimagic), 0 fire (0 total damage).
Fo_Sure_Dying_To_BS hits Xerusewe the cutpurse for 0 arcane damage.
Fo_Sure_Dying_To_BS receives 3 healing.
Yvysekira the rogue casts Rend.
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Yvysekira the rogue performs a melee critical strike against Fo_Sure_Dying_To_BS!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS resists the mind attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS is disabled.
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS starts to bleed.
Fo_Sure_Dying_To_BS's mind surges with critical power!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Yvysekira the rogue performs a melee critical strike against Fo_Sure_Dying_To_BS!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS resists the mind attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS is invigorated by the attack!
Fo_Sure_Dying_To_BS resists the searing flame!
Yvysekira the rogue hits Fo_Sure_Dying_To_BS for 150 physical, (2 antimagic), 0 fire, (4 antimagic), 0 fire, 149 physical, (5 antimagic), 0 lightning, 2 mind, (3 antimagic), 0 fire, (4 antimagic), 0 fire, (75 antimagic), 12 blight, (3 antimagic), 0 fire, (4 antimagic), 0 fire, (75 antimagic), 60 blight, (5 antimagic), 0 lightning, 2 mind, (3 antimagic), 0 fire, (4 antimagic), 0 fire (374 total damage).
Fo_Sure_Dying_To_BS hits Yvysekira the rogue for 16 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane (16 total damage).
Fo_Sure_Dying_To_BS is invigorated by the attack!
Yvysekira the rogue's weapon surges with fire!
Saving game...



















































































