Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Adventure |
Sex | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 17 / 33% |
Size | big |
Lifes / Deaths | Killed by devourer at level 8 on the 2nd Summertide 122nd year of Ascendancy at 03:13 1 / 4Killed by Gloregavea the copperhead snake at level 12 on the 8th Flare 122nd year of Ascendancy at 22:21 Killed by ritch flamespitter at level 15 on the 13rd Dusk 122nd year of Ascendancy at 00:36 Killed by Belolragavena the rattlesnake at level 15 on the 14th Dusk 122nd year of Ascendancy at 14:35 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 12 (base 10) |
Constitution | 18 (base 13) |
Magic | 51 (base 44) |
Willpower | 11 (base 10) |
Cunning | 35 (base 30) |
Resources
Life | 550/550 |
Insanity | 0/100 |
Healing Factor | 1.363829787234 |
Regeneration | 0.3409574468085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.609950326513% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 21 |
Accuracy | 26 |
Crit Chance | 16% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +51% |
Light | +9% |
Blight | +18% |
Arcane | +4% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Light | +25% |
Defense: Base
Armour (hardiness) | 23.5 (43.636363636364%) |
Defense | 16 |
Ranged Defense | 21 |
Fatigue | 8 |
Physical Save | 24 |
Spell Save | 36 |
Mental Save | 31 |
Defense: Resistances
Blight | + 35%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Darkness | + 33%( 70%) |
Light | + 12%( 70%) |
Lightning | + 12%( 70%) |
Mind | + 15%( 70%) |
Fire | + 19%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Disarm Resistance | 55% |
Knockback Resistance | 41% |
Confusion Resistance | 21% |
Stun Resistance | 100% |
Pinning Resistance | 29% |
Instadeath Resistance | 100% |
Blind Resistance | 5% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 378% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 316 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 within13 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots 'Emeloselle' (6 def, 3 armour) pair of iron boots 'Emeloselle' (6 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +2% Changes stats: +2 Dex Changes resistances: +9% mind Blindness immunity: +5% Silence immunity: +22% Disarm immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Gunulagas the brass lantern Gunulagas the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +1 Str / +1 Dex / +1 Mag / +4 Con Grants telepathy: Demon/Minor Demon/Major Maximum life: +45.00 Light radius: +2 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 | linen wizard hat 'Brandransom' (1 def, 0 armour) linen wizard hat 'Brandransom' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% darkness / +12% blight Changes resistances penetration: +5% fire Changes damage: +6% blight / +6% fire / +11% darkness A pointy cloth hat, very wizardly... |
Tool | iron torque of thermal psionic shield 'Blackbait' [power 23] (20 cooldown) iron torque of thermal psionic shield 'Blackbait' [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +9% light / +3% darkness Changes damage: +9% light / +9% darkness It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Disarm immunity: +20% Pinning immunity: +30% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
On fingers | Emoganor the steel ring Emoganor the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+5 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +20% fire Changes damage: +10% fire Critical mult.: +10.00% Mental save: +3 (+2 eff.) Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Earyldil the ash magestaff (15-18 power, 3 apr, darkness element) Earyldil the ash magestaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +13 (+7 eff.) Equilibrium when hit: +0.04 Maximum psi: +20.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +10% Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | umbral rough leather gloves of magic (+2) (0 def, 1 armour) umbral rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Mag Changes resistances: +5% darkness Changes damage: +4% darkness / +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Isukira the Gleamkin (2 def, 8 armour) Isukira the Gleamkin (2 def, 8 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to blind Changes resistances: +6% mind / +3% blight Mental save: +11 (+6 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% A suit of armour made of mail. |
Cloak | Isivena the Glitterkarma (1 def, 0 armour) Isivena the Glitterkarma (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str / +1 Con Changes resistances: +3% light Changes resistances penetration: +25% light Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Mayabeth' copper amulet 'Mayabeth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +12% lightning / +9% darkness Grants telepathy: Humanoid/Orc Physical save: +3 (+1 eff.) Disarm immunity: +15% Stun/Freeze immunity: +23% Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 149 over 5 turns) regeneration infusion of the warrior (heal 149 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical) wild infusion (resist 10%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 12%; cure mental) wild infusion of the titan (resist 12%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 12%; cure magical) wild infusion of the warrior (resist 12%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (25 cold damage; freeze 3 turns with power 15) biting gale rune (25 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 147 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
cleansing steel amulet of constitution (+4) cleansing steel amulet of constitution (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% nature / +14% blight Poison immunity: +27% Disease immunity: +20% Amulets can have magical properties. |
magewarrior's short elm bonestaff of might (10-12 power, 2 apr, darkness element) magewarrior's short elm bonestaff of might (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +5.0% Physical power: +5 (+4 eff.) Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +2 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianseam the linen robe (0 def, 0 armour) Obsidianseam the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +9% darkness / +16% cold Changes resistances penetration: +10% nature / +5% darkness Changes damage: +11% cold / +6% nature / +12% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Stormquake the woollen robe (0 def, 0 armour) Stormquake the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% blight / +3% temporal / +11% mind / +6% acid Changes resistances penetration: +5% lightning Changes damage: +11% mind / +6% nature Poison immunity: +26% Disease immunity: +28% Life regen: +1.50 Maximum life: +45.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 37% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy 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 (+3 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. |
Wretchraider (0 def, 1 armour) Wretchraider (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +1 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +2 Dex / +1 Wil Changes damage: +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Oozestalker (0 def, 3 armour) Oozestalker (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Wil Changes resistances: +7% cold Changes damage: +12% nature Allows you to breathe in: water Mental save: +3 (+2 eff.) Maximum psi: +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shaderiver (0 def, 1 armour) Shaderiver (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% fire / +6% cold Changes resistances penetration: +10% darkness / +20% light Changes damage: +3% light Light radius: +3 A cap made of leather. |
4 agate 4 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. |
199 alchemist agate 199 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
8 ametrine 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. |
5 citrine 5 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. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ij- the Ogre Writhing One level 7
4th Mirth 122nd year of Ascendancy at 17:46 see stats
By ij- the Ogre Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 11:42 see stats
By ij- the Ogre Writhing One level 17
20th Dusk 122nd year of Ascendancy at 02:10 see stats
By ij- the Ogre Writhing One level 10
1st Flare 122nd year of Ascendancy at 04:25 see stats
By ij- the Ogre Writhing One level 15
13rd Dusk 122nd year of Ascendancy at 12:49 see stats
Log
You gain 1.00 gold from the transmogrification of mossy mindstar of life (2-2.2 power, 12 apr, nature damage).
You gain 2.39 gold from the transmogrification of thought-forged steel longsword of massacre (21-29.4 power, 3 apr).
You gain 0.45 gold from the transmogrification of iron longsword of massacre (18.5-25.9 power, 2 apr).
You gain 1.26 gold from the transmogrification of acidic iron greatsword of massacre (26.5-42.4 power, 1 apr).
You gain 1.67 gold from the transmogrification of insidious steel dagger (12-15.6 power, 6 apr).
You gain 1.14 gold from the transmogrification of arcing steel dagger (11-14.3 power, 6 apr).
You gain 0.70 gold from the transmogrification of copper amulet of constitution (+3).
You gain 1.06 gold from the transmogrification of healing infusion of the psychic (heal 66).
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 21st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
There is a Elvala (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 158 turns (stop reason: all resources and life at maximum).
Saving done.
Ij- deactivates Chaos Orbs.
Ij- activates Chaos Orbs.
Ij- wears (replacing Earthen Beads): copper amulet 'Mayabeth'.
Ij- deactivates Chaos Orbs.
Ij- activates Chaos Orbs.
Ran for 5 turns (stop reason: didn't move).
Ij- deactivates Chaos Orbs.