Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 23 / 33% |
Size | small |
Lifes / Deaths | Killed by ink squid at level 1 on the 78th Pyre 122nd year of Ascendancy at 06:17 4 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 55.927050983125 (base 50) |
Dexterity | 66.85410196625 (base 50) |
Constitution | 61.85410196625 (base 50) |
Magic | 58.927050983125 (base 50) |
Willpower | 79.85410196625 (base 50) |
Cunning | 85.588153908339 (base 50) |
Resources
Life | 1000397/1000397 |
Hate | 87/100 |
Stamina | 366/366 |
Equilibrium | 48 |
Healing Factor | 1.6956282724878 |
Regeneration | 1.7804096861122 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +187.55721410797% |
Vision
Sight | 10 |
Lite | 50 |
Infravision | 24 |
See Stealth | 155.32603056108 |
See Invisible | 175.18013252732 |
ESP Range | 10 |
ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
Damage | 220 |
Accuracy | 43 |
Crit Chance | 24% |
APR | 89 |
Speed | 1.00 |
Offense: Offhand
Damage | 284 |
Accuracy | 43 |
Crit Chance | 24% |
APR | 89 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +10% |
Physical | +5% |
Blight | +4% |
Arcane | +6% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Fire | +5% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 35 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 33 |
Mental Save | 77 |
Defense: Resistances
Acid | + 72%( 72%) |
Blight | + 20%( 72%) |
Physical | + 12%( 81%) |
Cold | + 27%( 72%) |
All | 0%( 72%) |
Lightning | + 7%( 72%) |
Light | 0%( 72%) |
Mind | -14%( 72%) |
Darkness | + 42%( 88%) |
Fire | + 11%( 72%) |
Nature | + 20%( 72%) |
Defense: Immunities
Silence Resistance | 94% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Cursed / Darkness | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Punishments | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 10.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Advanced shadowmancy | 10.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Fears | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Gesture of Pain |
talent | Deflection |
talent | Call Shadows |
talent | Psiblades |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 9.9)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +30% critical damage, +29% off-hand weapon damage Power 2+: -1 Luck, +19 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 7.6% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 162 damage from the next 2.0 attack(s) with a 31% chance to counterattack. Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 10.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 6% when tested. Power 1+: Removed from Reality: +12 Physical Resistance, +9 Maximum Physical Resistance Power 2+: -1 Luck, +21 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 25 air and an additional 9 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 19 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | You gain 654% resistance against acid. Resolve |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 8.9)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +20% damage against the undead. Power 2+: -1 Luck, +9 Strength, +9 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 9. Power 4+: Reprieve from Death: Humanoids you slay have a 50% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 3%) for 4 turns. Power 1+: Nightwalker: +36 Darkness Resistance, +16% Max Darkness Resistance, +20 See Invisible Power 2+: -1 Luck, +17 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 40% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 40% for 3 turns. |
beneficial effect | The thrill of victory makes this creature invulnerable. Victory Rush |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 9.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +20 Defense, +10 Ranged Defense Power 2+: -1 Luck, +19 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+61% chance to avoid traps). Power 4+: Unfortunate End: There is a 44% chance that the damage you deal will increase by 42% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | Tooth of the Mouth (Corpses) (dig speed 12 turns) Tooth of the Mouth (Corpses) (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 Curse of Corpses A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Nightsong (Misfortune) Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Misfortune It can be used to activate talent Dark Tendrils (costing 6 power out of 50/50) : Effective talent level: 20.0 Power cost: 6 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 8 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 122 damage per turn. The damage will increase with your Mindpower. You do +36% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | Velytha VelythaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Damage when hit (Melee): 12 arcane Changes resistances cap: +2% all Changes resistances penetration: +10% arcane / +10% mind Changes damage: +21% mind / +6% arcane Physical save: +12 (+5 eff.) Amulets can have magical properties. |
In main hand | vined mindstar 'Salobrenor' (Madness) (83% power, 77 apr, nature damage) vined mindstar 'Salobrenor' (Madness) (83% power, 77 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 84% Range: 1.1x Uses stats: 118% Wil, 51% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +77 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes stats: +7 Cun Changes resistances: +7% lightning / +8% fire / +7% cold Changes resistances penetration: +15% mind Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Mindpower: +27 (+7 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
On feet | miner's pair of rough leather boots of uncanny dodging (Shrouds) (3 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (Shrouds) (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Infravision radius: +1 Curse of Shrouds A pair of boots made of leather. |
In off hand | vined mindstar of life (Misfortune) (83% power, 77 apr, nature damage) vined mindstar of life (Misfortune) (83% power, 77 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 118% Wil, 51% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +77 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.80 Maximum life: +13.00 Mindpower: +13 (+4 eff.) Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Girdle of the Calm Waters (Nightmares) Girdle of the Calm Waters (Nightmares)Infused 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% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
Light source | Jetknight the brass lantern (Madness) Jetknight the brass lantern (Madness)Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +5% fire Changes damage: +3% darkness Physical save: +5 (+2 eff.) Light radius: +2 Healing mod.: +12% Curse of Madness 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. |
Inventory
movement infusion of the psychic (561% speed; 4 turns) movement infusion of the psychic (561% speed; 4 turns)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: 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 561% 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 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. |
regeneration infusion of the psychic (heal 410 over 5 turns) regeneration infusion of the psychic (heal 410 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 279 over 5 turns) regeneration infusion of the warrior (heal 279 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 279 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 of the sneak (resist 19%; cure physical) wild infusion of the sneak (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Silk Current (Corpses) (12 def, 0 armour) Silk Current (Corpses) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. Cindergrinder the reinforced leather armour (Corpses) (17 def, 7 armour)Cindergrinder the reinforced leather armour (Corpses) (17 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +7.0% Armour: +7 Defense: +17 (+7 eff.) Fatigue: +8% Changes stats: +3 Cun Changes resistances penetration: +15% fire Changes damage: +24% fire Mental save: +18 (+4 eff.) Stamina each turn: +1.20 Mindpower: +10 (+3 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Second Wind, placing all other charms into a 5 cooldown : Effective talent level: 5.0 Power cost: 5 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 187 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Braniran' (Misfortune) (21/49, 142% power, 10 apr)quiver of yew arrows 'Braniran' (Misfortune) (21/49, 142% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 49 Damage (Ranged): +40 blight Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +16 mind When wielded/worn: Ammo reloads per turn: +5 Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
5 aquamarine 5 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. |
opal 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Porawyn the iron pickaxe (Corpses) (dig speed 37 turns) Porawyn the iron pickaxe (Corpses) (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Fatigue: -5% Changes stats: +4 Str Changes resistances penetration: +10% blight Healing mod.: +15% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (Corpses) (dig speed 38 turns) iron pickaxe of endurance (Corpses) (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern (Shrouds) brass lantern (Shrouds)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Shrouds 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. |
Rod of Recall (15/15) Rod of Recall (15/15)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 26 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
zircon 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 Hesey the Yeek Doomed level 20
33rd Dusk 122nd year of Ascendancy at 08:10 see stats
By Hesey the Yeek Doomed level 12
5th Flare 122nd year of Ascendancy at 10:31 see stats
By Hesey the Yeek Doomed level 20
13rd Haze 122nd year of Ascendancy at 01:57 see stats
By Hesey the Yeek Doomed level 15
10th Dusk 122nd year of Ascendancy at 21:24 see stats
By Hesey the Yeek Doomed level 20
33rd Dusk 122nd year of Ascendancy at 07:49 see stats
By Hesey the Yeek Doomed level 10
7th Mirth 122nd year of Ascendancy at 05:33 see stats
By Hesey the Yeek Doomed level 20
33rd Dusk 122nd year of Ascendancy at 05:40 see stats
By Hesey the Yeek Doomed level 18
32nd Dusk 122nd year of Ascendancy at 05:20 see stats
By Hesey the Yeek Doomed level 16
13rd Dusk 122nd year of Ascendancy at 10:32 see stats
By Hesey the Yeek Doomed level 11
8th Mirth 122nd year of Ascendancy at 05:37 see stats
By Hesey the Yeek Doomed level 10
7th Mirth 122nd year of Ascendancy at 06:45 see stats
By Hesey the Yeek Doomed level 20
33rd Dusk 122nd year of Ascendancy at 08:10 see stats
By Hesey the Yeek Doomed level 12
9th Flare 122nd year of Ascendancy at 00:19 see stats
Log
Panther hits Snow cat for 10 physical damage.
Panther dashes quickly!
Sabertooth tiger dashes quickly!
Snow cat briefly catches sight of you!
Snow cat activates Stealth.
Character control switched to Hesey.
There is a way to the previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Venom drake hatchling has shook off the effects of their corrosion.
Venom drake hatchling has shook off the effects of their corrosion.
Giant ice ant has shook off the effects of their corrosion.
Large white snake has shook off the effects of their corrosion.
Rattlesnake has shook off the effects of their corrosion.
Venom drake hatchling has shook off the effects of their corrosion.
New Achievement: Dreaming my dreams (Nightmare (Adventure) difficulty)!
Option unlocked: New Class: Solipsist (Psionic)
As your mind-mouse enters the dream portal you suddenly wake up. You feel good!
Hesey receives 20 healing.
Hesey deactivates Gesture of Pain.
Hesey deactivates Antimagic Shield.
Hesey deactivates Psiblades.
Hesey deactivates Call Shadows.
Hesey deactivates Deflection.
Hesey is no longer attuned.