Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! 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. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 18 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Betheba the giant yellow ant at level 18 on the 27th Haze 122nd year of Ascendancy at 17:09 / 1 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 27 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 40 (base 34) |
| Willpower | 16 (base 10) |
| Cunning | 48 (base 46) |
Resources
| Life | -118/417 |
| Mana | 86/262 |
| Stamina | 79/146 |
| Healing Factor | 1.5445901639344 |
| Regeneration | 1.6218196721311 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -20.81894626603% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 40.412867251835 |
| See Invisible | 40.412867251835 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 52 |
| Crit Chance | 17% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 55.416050405667 (76.629213483146%) |
| Defense | 21 |
| Ranged Defense | 28 |
| Fatigue | 4 |
| Physical Save | 25 |
| Spell Save | 44 |
| Mental Save | 35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Bleed Resistance | 50% |
| Confusion Resistance | 42% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| 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 513% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 854% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Feather Wind |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 within5 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 | Yaryharakor (0 def, 13 armour) Yaryharakor (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +3 Str / +4 Mag / +2 Con Changes resistances: +5% acid / +7% fire / +5% cold / +7% lightning Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +10.00 It can be used to activate talent Rush, placing all other charms into a 16 cooldown : Effective talent level: 2.2 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Layoda' brass lantern 'Layoda'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Dex / +1 Con Life regen: +0.80 Maximum life: +43.00 Light radius: +2 Infravision radius: +1 Healing mod.: +10% 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 | Tureldir (1 def, 0 armour) Tureldir (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +12 (+4 eff.) Mana each turn: +0.08 Maximum mana: +40.00 Spell crit. chance: +2% Infravision radius: +4 See stealth: +6 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 32%, and attempts to push all creatures other than yourself out of its radius, inflicting 2.55 light damage and 2.55 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | polar hardened leather gloves of dexterity (+4) (0 def, 2 armour) polar hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Damage (Melee): 7 cold Changes stats: +4 Dex Changes resistances: +6% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Erelukor the iron pickaxe (dig speed 19 turns) Erelukor the iron pickaxe (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Dex Changes resistances penetration: +15% mind Changes damage: +5% mind / +6% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
| Around neck | Gywyn GywynInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% mind / +6% fire Changes damage: +3% mind Cut immunity: +50% Maximum psi: +40.00 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | short elm starstaff of greater warding (100% power, 2 apr, physical element) short elm starstaff of greater warding (100% power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Maximum wards: +3 physical Changes damage: +10% physical Talents granted: +1 Command Staff +2 Ward Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
| 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 off hand | steel dagger 'Mayigana' (109% power, 6 apr) steel dagger 'Mayigana' (109% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 109% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 insidious poison When wielded/worn: Armour: +12 Changes resistances: +5% arcane Spell save: +33 (+11 eff.) Mental save: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
| Cloak | Flashbringer the linen cloak (8 def, 0 armour) Flashbringer the linen cloak (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +9% acid / +15% lightning Changes damage: +6% acid 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. |
| Main armor | iron plate armour of implacability (3 def, 12 armour) iron plate armour of implacability (3 def, 12 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +16% Physical save: +6 (+3 eff.) A suit of armour made of metal plates. |
Inventory
movement infusion of the psychic (371% speed; 5 turns) movement infusion of the psychic (371% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 371% 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 Willpower 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. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
grounding steel amulet of dexterity (+4) grounding steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Cloudvein (108% power, 1 apr)Cloudvein (108% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% Range: 1.5x Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+5 eff.) Effects on melee hit: * 30% chance to daze at end of turn Grants telepathy: Humanoid/Orc Disarm immunity: +32% Infravision radius: +2 See invisible: +6 Massive two-handed battleaxes. |
Arthodor the Sewerpulverizer (102% power, 6 apr) Arthodor the Sewerpulverizer (102% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +11 cold Burst (radius 2) on crit: +8 nature When wielded/worn: Changes resistances: +3% fire Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger (103% power, 6 apr)arcing steel dagger (103% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, short and deadly. |
Xeriagavena the linen cloak (1 def, 0 armour) =2str= Xeriagavena the linen cloak (1 def, 0 armour) =2str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nyrissra the Glowimmortal (0 def, 1 armour) =2dex= Ce'Nyrissra the Glowimmortal (0 def, 1 armour) =2dex=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -8% Damage (Melee): 5 lightning Changes stats: +2 Str / +2 Dex Changes resistances: +6% lightning / +9% light Changes resistances penetration: +15% light Changes damage: +4% lightning See invisible: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+3) (0 def, 1 armour) steady iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) =5st= Steel Helm of Garkul (0 def, 6 armour) =5st=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 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
rough leather cap 'Infernospiker' (9 def, 1 armour) =2str/4dex= rough leather cap 'Infernospiker' (9 def, 1 armour) =2str/4dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +1% Damage when hit (Melee): 9 physical Changes stats: +2 Str / +4 Dex Changes resistances: +9% fire Changes damage: +6% physical It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 13.9 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Halulin the iron mail armour (2 def, 4 armour) =6str= Halulin the iron mail armour (2 def, 4 armour) =6str=Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +12% cold Spell save: +6 (+2 eff.) Life regen: +2.40 Stamina each turn: +0.80 Maximum life: +30.00 A suit of armour made of mail. |
marauder's rough leather armour (4 def, 2 armour) =4str/3dex= marauder's rough leather armour (4 def, 2 armour) =4str/3dex=Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +4 Str / +3 Dex Physical save: +6 (+3 eff.) A suit of armour made of leather. |
5 agate 5 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. |
266 alchemist agate 266 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Khelefang' brass lantern 'Khelefang'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Mana when firing critical spell: +2.00 Maximum life: +41.00 Spellpower: +8 (+4 eff.) Spell crit. chance: +2% 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. |
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 Asphyxiation (24/24) 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 (3/3) Rod of Recall (3/3)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 128 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. |
ametrine 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. |
3 citrine 3 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. |
6 zircon 6 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By kingbuddyboy the Shalore Arcane Blade level 8
9th Flare 122nd year of Ascendancy at 17:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By kingbuddyboy the Shalore Arcane Blade level 10
8th Dusk 122nd year of Ascendancy at 13:46 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By kingbuddyboy the Shalore Arcane Blade level 16
64th Dusk 122nd year of Ascendancy at 00:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By kingbuddyboy the Shalore Arcane Blade level 8
7th Dusk 122nd year of Ascendancy at 05:20 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By kingbuddyboy the Shalore Arcane Blade level 18
27th Haze 122nd year of Ascendancy at 16:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By kingbuddyboy the Shalore Arcane Blade level 7
10th Mirth 122nd year of Ascendancy at 07:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By kingbuddyboy the Shalore Arcane Blade level 10
16th Dusk 122nd year of Ascendancy at 17:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By kingbuddyboy the Shalore Arcane Blade level 15
56th Dusk 122nd year of Ascendancy at 06:09 see stats
Log
You are unable to move!
You are unable to move!
You are unable to move!
Kingbuddyboy is confused and fails to use Attack.
Insidious Poison from Kingbuddyboy hits Betheba the giant yellow ant for 1 nature damage.
Your physical ward absorbs the damage!
Kingbuddyboy's physical ward fades
kingbuddyboy hits Betheba the giant yellow ant for 2 acid damage.
Betheba the giant yellow ant hits kingbuddyboy for (75 warded), 0 physical (0 total damage).
kingbuddyboy receives 24 healing.
You are unable to move!
kingbuddyboy hits Betheba the giant yellow ant for 7 physical, 4 cold, 3 physical, 1 nature, 3 cold (18 total damage).
Insidious Poison from Kingbuddyboy hits Betheba the giant yellow ant for 1 nature damage.
Betheba the giant yellow ant uses Stunning Blow.
Kingbuddyboy is not dazed anymore.
Kingbuddyboy resists the terror!
Kingbuddyboy is stunned!
kingbuddyboy hits Betheba the giant yellow ant for 4 acid damage.
Betheba the giant yellow ant hits kingbuddyboy for 161 physical damage.
Kingbuddyboy has finished recovering.
Insidious Poison from Kingbuddyboy hits Betheba the giant yellow ant for 1 nature damage.
Betheba the giant yellow ant uses Burrow.
Insidious Poison from Kingbuddyboy hits Betheba the giant yellow ant for 1 nature damage.
Insidious Poison from Kingbuddyboy hits Betheba the giant yellow ant for 1 nature damage.
Betheba the giant yellow ant uses Ice Claw.
Saving game...
