Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 22 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Xerylle the orc warrior at level 22 on the 15th Regrowth 123rd year of Ascendancy at 06:36 / 1 |
Primary Stats
| Strength | 65 (base 20) |
| Dexterity | 17 (base 12) |
| Constitution | 50 (base 14) |
| Magic | 45 (base 43) |
| Willpower | 26 (base 12) |
| Cunning | 52 (base 40) |
Resources
| Life | -167/779 |
| Mana | 59/306 |
| Stamina | 184/222 |
| Positive | 67/73 |
| Healing Factor | 1.2727272727272 |
| Regeneration | 5.5363636363635 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.9984014443253E-12% |
| Spell | +2.8865798640254E-12% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 31 |
| Crit Chance | 52% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 19% |
| Speed | 0.99999999999997 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 14% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 70.551211628464 (74.117647058824%) |
| Defense | 30 |
| Ranged Defense | 42 |
| Fatigue | 29 |
| Physical Save | 48 |
| Spell Save | 22 |
| Mental Save | 41 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 76% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 360 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Crusader | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Righteous Strength |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by fire drake. Escort: worried loremaster (level 2 of Daikara) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Elenydur the pair of hardened leather boots (9 def, 3 armour) Elenydur the pair of hardened leather boots (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +2 Con Physical save: +30 (+10 eff.) Stamina each turn: +0.50 Only die when reaching: -40.00 life Maximum stamina: +19.00 A pair of boots made of leather. |
| Quiver | Getomnir (15/15, 12.5-17.5 power, 5 apr) Getomnir (15/15, 12.5-17.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 11% chance to disease Damage (Ranged): +11 blight / +12 arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 arcane Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lantern of health watchleader's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +10% Maximum life: +40.00 Light radius: +5 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 8 turns. The radius will increase with your Cunning. 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 | cashmere wizard hat 'Mayuvea' (2 def, 6 armour) cashmere wizard hat 'Mayuvea' (2 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +2 (+1 eff.) Changes stats: +4 Dex Life regen: +4.10 Only die when reaching: -80.00 life Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| Tool | ash wand of conjuration 'Arigaromivon' [power 163] (10 cooldown) ash wand of conjuration 'Arigaromivon' [power 163] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano Physical save: +15 (+5 eff.) It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Brodokaltholdir BrodokaltholdirPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Wil Mental save: +8 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | Betevena BetevenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +6 Physical power: +10 (+3 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +22% light Changes damage: +11% light Critical mult.: +9.00% Rings can have magical properties. |
| Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | Gorysus (63-100.8 power, 3 apr) Gorysus (63-100.8 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +13 Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +12% cold Changes damage: +9% mind / +6% arcane Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
| Main armor | Gyyariavena the Shadowpierce (9 def, 16 armour) Gyyariavena the Shadowpierce (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 18 acid / 11 fire Damage when hit (Melee): 9 acid / 14 physical / 20 darkness / 10 fire Changes stats: +6 Str Changes resistances: +20% acid / +6% physical / +16% darkness / +19% fire / +5% arcane Changes damage: +3% darkness / +6% arcane Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Mayirita the Glintarc Mayirita the GlintarcInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +3 Cun Changes resistances: +11% lightning Changes resistances penetration: +10% mind Changes damage: +3% light Stun/Freeze immunity: +26% Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the sneak (26 nature damage, 43% healing reduction)insidious poison infusion of the sneak (26 nature damage, 43% 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: 4 Cooldown: 20 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 26.10 nature damage per turn for 7 turns, and reducing the target's healing received by 43%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. CuthunegCuthuneg Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% fire Changes resistances penetration: +15% mind Changes damage: +11% fire Pinning immunity: +15% Stun/Freeze immunity: +10% Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +3.00 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Hellstrencher the steel greatmaul (26-39 power, 2 apr)Hellstrencher the steel greatmaul (26-39 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes resistances: +9% darkness / +9% fire Changes resistances penetration: +15% fire Changes damage: +6% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Velylle the iron longsword (12.5-17.5 power, 2 apr)Velylle the iron longsword (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 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 crit: * cripple the target Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Cun Grants telepathy: Humanoid/Orc Mental save: +20 (+6 eff.) Equilibrium when hit: +0.04 Heals friendly targets nearby when you use a nature summon: +50 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. earthen elm magestaff of fate (10-12 power, 2 apr, fire element)earthen elm magestaff of fate (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +4% Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe (15.5-21.7 power, 3 apr)balanced steel waraxe (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +23% One-handed war axes. |
cashmere cloak 'Brenutoneg' (2 def, 0 armour) cashmere cloak 'Brenutoneg' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances: +12% fire Physical save: +9 (+3 eff.) Mental save: +38 (+12 eff.) Silence immunity: +25% Teleport immunity: +10% Only die when reaching: -50.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnsmasher (0 def, 4 armour) Dawnsmasher (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +2 Dex Changes resistances: +9% light Changes damage: +6% light Physical save: +30 (+10 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tempestweeper the rough leather cap (0 def, 1 armour) Tempestweeper the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes stats: +3 Str Changes resistances penetration: +25% lightning Changes damage: +6% nature A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Smearkiller (6 def, 2 armour, 43 block)Smearkiller (6 def, 2 armour, 43 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% temporal / +12% arcane / +3% darkness Talent granted: +2 Block Blindness immunity: +15% Cut immunity: +10% Disarm immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
52 alchemist agate 52 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. |
2 onyx 2 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Urorand' (dig speed 30 turns) iron pickaxe 'Urorand' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Str Physical save: +6 (+2 eff.) Maximum stamina: +10.00 Infravision radius: +4 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Mummified Egg-sac of UngolëMummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mordo the Ghoul Adventurer level 14
42nd Dusk 122nd year of Ascendancy at 00:40 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Mordo the Ghoul Adventurer level 17
43rd Haze 122nd year of Ascendancy at 22:37 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mordo the Ghoul Adventurer level 10
9th Dusk 122nd year of Ascendancy at 20:25 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Mordo the Ghoul Adventurer level 20
7th Decay 122nd year of Ascendancy at 02:49 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mordo the Ghoul Adventurer level 14
14th Haze 122nd year of Ascendancy at 01:43 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mordo the Ghoul Adventurer level 20
7th Decay 122nd year of Ascendancy at 10:34 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mordo the Ghoul Adventurer level 9
4th Dusk 122nd year of Ascendancy at 11:34 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mordo the Ghoul Adventurer level 19
58th Haze 122nd year of Ascendancy at 05:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Mordo the Ghoul Adventurer level 6
4th Flare 122nd year of Ascendancy at 14:42 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mordo the Ghoul Adventurer level 19
66th Haze 122nd year of Ascendancy at 08:00 see stats
Log
Burning from Xerylle the orc warrior hits Mordo for 24 fire damage.
Mordo activates Righteous Strength.
Mordo stops burning.
Resting starts...
Talent Feather Wind is ready to use.
Mordo is no longer out of phase.
Talent Hymn of Shadows is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Rune: Reflection Shield is ready to use.
Rested for 7 turns (stop reason: hostile spotted to the northwest (Silirin the skeleton mage - offscreen)).
Mordo casts Rune: Reflection Shield.
A shield forms around Mordo.
Mordo deactivates Arcane Feed.
Mordo deactivates Righteous Strength.
The shield around Mordo crumbles.
Mordo deactivates Arcane Combat.
Mordo activates Righteous Strength.
Xerylle the orc warrior stops surging mana.
Xerylle the orc warrior casts Lightning.
Silirin the skeleton mage casts Pacification Hex.
Mordo is hexed!
Mordo is dazed!
Xerylle the orc warrior hits Mordo for 182 lightning damage.
Xerylle the orc warrior casts Manathrust.
Mordo is not dazed anymore.
Xerylle the orc warrior roars triumphantly.
Saving game...
