Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 23 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Bethana the thief at level 12 on the 13rd Dusk 122nd year of Ascendancy at 13:40 / 2Killed by worm that walks at level 23 on the 64th Regrowth 123rd year of Ascendancy at 08:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 67 (base 53) |
| Dexterity | 53 (base 41) |
| Constitution | 26 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -9/720 |
| Stamina | 194/194 |
| Healing Factor | 0.79076923076923 |
| Regeneration | 7.6209048470499 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 54 |
| Crit Chance | 34% |
| APR | 29 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 9% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 26 |
| Ranged Defense | 32 |
| Fatigue | 19 |
| Physical Save | 29 |
| Spell Save | 44 |
| Mental Save | 14 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Dexterity 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 153 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% 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 Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.43 nature damage per turn and decreasing all heals received by 10%. Insidious Poison |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 22.97 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 65.22 blight damage and spawn a carrion worm mass. |
| beneficial effect | You gain 12% resistance against nature. Resolve |
| detrimental effect | Huge cut that bleeds, doing 11.78 physical damage per turn. Bleeding |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.57, and stamina regeneration by 1.11. Bloodbath |
| detrimental effect | The target is infected by a disease, doing 34.07 blight damage per turn and reducing healing received by 57%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | Reduces all incoming fire, cold, light, arcane damage by 47. Thermal Psionic Shield |
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 injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by blue jelly. Escort: repented thief (level 4 of Old Forest) | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed orc heart. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | nightwalker's brass lantern nightwalker's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +11.00% 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 | Ginor (0 def, 4 armour) Ginor (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +4 Fatigue: +4% Changes stats: +8 Lck / +3 Str Changes resistances: +8% lightning / +6% temporal / +7% nature Critical mult.: +3.00% Maximum encumbrance: +10 Physical save: +6 (+3 eff.) Spell save: +8 (+2 eff.) Life regen: +0.40 Maximum life: +57.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of thermal psionic shield [power 47] (20/20 cooldown) steel torque of thermal psionic shield [power 47] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of lightning (+22%) marksman's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| On fingers | gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con 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 | Sunborn the stralite greatmaul (55.5-83.25 power, 3 apr) Sunborn the stralite greatmaul (55.5-83.25 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +10% physical / +15% fire Changes damage: +7% physical Disarm immunity: +10% Massive two-handed mauls. |
| On hands | scouring hardened leather gloves of butchering (0 def, 2 armour) scouring hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Armour: +2 Effects when hit in melee: * 16% chance to reduce powers by 20% * 15 arcane resource burn Changes resistances: +7% blight Spell save: +21 (+7 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chamimadig the hardened leather armour (12 def, 6 armour) Chamimadig the hardened leather armour (12 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Changes stats: +2 Str Changes resistances: +18% lightning / +18% cold Changes damage: +3% physical Spell save: +20 (+6 eff.) Blindness immunity: +15% A suit of armour made of leather. |
| Cloak | murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of constitution (+4) grounding steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
Inventory
grounding copper amulet of strength (+3) grounding 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: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Coalpeal the gold ring Coalpeal the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +10% darkness Changes damage: +9% darkness Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +30.00 Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
Maloromirach MaloromirachInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% acid / +3% physical / +9% blight Reduces incoming crit damage: 10.00% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Earymadil the dwarven-steel gauntlets (0 def, 2 armour)Earymadil the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Str / +7 Con Maximum encumbrance: +10 Physical save: +21 (+11 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +34% Heals friendly targets nearby when you use a nature summon: +10 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Yvuwyn the Fogsun (0 def, 3 armour)Yvuwyn the Fogsun (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% darkness / +3% acid Changes resistances penetration: +5% darkness Changes damage: +15% darkness Physical save: +16 (+8 eff.) A cap made of leather. |
dwarven-steel helm of might (0 def, 4 armour) dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +2 Str / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating hardened leather armour of the deep (3 def, 8 armour) rejuvenating hardened leather armour of the deep (3 def, 8 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Life regen: +3.30 Stamina each turn: +0.50 A suit of armour made of leather. |
Gorarek (7 def, 13 armour) Gorarek (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 mind Changes stats: +7 Str Changes resistances: +14% darkness / +13% physical Changes damage: +3% mind Light radius: +3 Infravision radius: +3 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 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cuthalechak CuthalechakInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +2% physical Physical save: +10 (+5 eff.) Silence immunity: +5% Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
4 amethyst 4 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. |
quartz 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. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Falneeva the Cornac Berserker level 16
23rd Haze 122nd year of Ascendancy at 16:56 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Falneeva the Cornac Berserker level 19
48th Haze 122nd year of Ascendancy at 15:34 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Falneeva the Cornac Berserker level 12
24th Dusk 122nd year of Ascendancy at 21:56 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Falneeva the Cornac Berserker level 18
45th Haze 122nd year of Ascendancy at 11:12 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Falneeva the Cornac Berserker level 23
59th Regrowth 123rd year of Ascendancy at 23:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By Falneeva the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 06:02 see stats
Level 20 (Roguelike)
Got a character to level 20.By Falneeva the Cornac Berserker level 20
80th Haze 122nd year of Ascendancy at 15:35 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Falneeva the Cornac Berserker level 12
13rd Dusk 122nd year of Ascendancy at 16:19 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Falneeva the Cornac Berserker level 21
42nd Regrowth 123rd year of Ascendancy at 15:08 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Falneeva the Cornac Berserker level 7
77th Pyre 122nd year of Ascendancy at 21:31 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Falneeva the Cornac Berserker level 10
5th Dusk 122nd year of Ascendancy at 17:10 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Falneeva the Cornac Berserker level 21
19th Regrowth 123rd year of Ascendancy at 07:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Falneeva the Cornac Berserker level 22
45th Regrowth 123rd year of Ascendancy at 07:32 see stats
Unstoppable (Roguelike)
Returned from the dead.By Falneeva the Cornac Berserker level 12
13rd Dusk 122nd year of Ascendancy at 13:41 see stats
Log
Carrion worm mass's wormblight area effect hits Devourer for 14 blight damage.
Carrion worm mass's wormblight area effect hits Devourer for 15 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 8 healing (0 total damage) [8 healing].
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's wormblight area effect hits Falneeva for 6 blight damage.
Worm that walks's Drain hits Falneeva for 70 blight damage.
Carrion worm mass hits Falneeva for 2 physical damage.
Falneeva hits Carrion worm mass for 0 arcane, (0 total damage).
Falneeva is invigorated by the attack!
Falneeva is invigorated by the attack!
Falneeva is invigorated by the attack!
Falneeva has finished recovering.
Falneeva is invigorated by the attack!
Falneeva feels pain again.
Talent Stunning Blow is ready to use.
Worm Rot from Worm that walks hits Falneeva for 14 blight, 16 acid (31 total damage).
Bleeding from Worm that walks hits Falneeva for 8 physical damage.
Epidemic from Worm that walks hits Falneeva for 21 blight damage.
Insidious Poison from Worm that walks hits Falneeva for 1 nature damage.
Falneeva uses Stunning Blow.
Falneeva uses steel torque of thermal psionic shield!
Worm that walks casts Drain.
Worm that walks performs a melee critical strike against Falneeva!
Falneeva is invigorated by the attack!
Falneeva is invigorated by the attack!
Falneeva is invigorated by the attack!
Falneeva is invigorated by the attack!
Saving game...
