








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 25 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Saludavea the mean looking elven guard at level 25 on the 26th Haze 122nd year of Ascendancy at 21:03 / 1 |
Primary Stats
| Strength | 30.759991510934 (base 25) |
| Dexterity | 28.986817471818 (base 36) |
| Constitution | 44 (base 20) |
| Magic | 13 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 63 (base 46) |
Resources
| Life | -107/855 |
| Stamina | 180/186 |
| Healing Factor | 1.7483177570093 |
| Regeneration | 13.549462616822 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 52.141571790036 |
| See Invisible | 64.141571790036 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Barehand
| Damage | 68 |
| Accuracy | 23 |
| Crit Chance | 20% |
| APR | 1 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Physical | -10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 4.1036475851175 (46.274970622797%) |
| Defense | 51 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 21 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 13%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 18%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 19%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 70% |
| Stun Resistance | 21% |
| Poison Resistance | 25% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 362 damage for 4 turns. Its effects scale with your Cunning 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 231 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. While Heroism is active, you will only die when reaching -251 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| 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 |
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
| beneficial effect | Increases defense by 15. Mobile Defense |
| detrimental effect | The target has been splashed with acid, taking 15.87 acid damage per turn, reducing armour by 24 and attack by 21. Acid Splash |
| beneficial effect | Engaged in a grapple draining 6 stamina per turn and redirecting 7% of damage taken to Saludavea the mean looking elven guard. Any movement will break the effect as will some unarmed talents. Grappling |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 24 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 22 and doing 35.85 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 14 and doing 50.67 blight damage per turn. Weakness Disease |
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 |
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. | 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 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 red crystal shard. * You've found the needed black mamba head. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. 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 sandworm tooth. * You've found the needed ice ant stinger. 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 electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. | 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 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
| On feet | Xyvena (4 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -7% Changes stats: +2 Dex / +5 Cun Changes resistances penetration: +15% mind Changes damage: +9% mind See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 30.51 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | dwarven-steel torque of mindblast 'Urugas' [power 189] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Changes resistances: +9% darkness Physical save: +9 (+3 eff.) Blindness immunity: +15% It can be used to fire a blast of psionic energies in a range 6 beam dealing 32.13 to 64.26 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Xera the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% fire Physical save: +6 (+2 eff.) Spell save: +11 (+6 eff.) Blindness immunity: +10% Poison immunity: +25% Confusion immunity: +10% Maximum stamina: +11.00 Rings can have magical properties. |
| On fingers | steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| Around neck | steel amulet 'Yvawyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +5 Con Physical save: +30 (+10 eff.) Silence immunity: +10% Knockback immunity: +20% Teleport immunity: +5% Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +5.80 Maximum life: +81.00 Healing mod.: +21% A suit of armour made of leather. |
| Light source | Ce'Nywe the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Maximum life: +44.00 Maximum psi: +50.00 Light radius: +2 See invisible: +6 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. |
| Cloak | linen cloak 'Scabripper' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +5 Wil Changes resistances: +3% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+2 eff.) Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt 'Lisedhena'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% lightning / +6% temporal / +2% physical Physical save: +6 (+2 eff.) Life regen: +0.40 Stamina each turn: +0.40 Only die when reaching: -40.00 life Healing mod.: +30% A belt that goes around your waist. |
Inventory
movement infusion of the warrior (468% 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% 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. 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 28%; cure mental)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: 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 mental effect and reduce all damage taken by 28% for 4 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. |
biting gale rune of the sneak (42 cold damage; freeze 3 turns with power 52)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 42.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 52 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 243 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 243 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Layelessra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +6 Lck Changes resistances: +6% temporal Changes damage: +3% temporal Talent mastery: +0.11 Technique / Combat techniques Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
TempestterrorPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Changes resistances penetration: +10% blight Changes damage: +6% lightning Critical mult.: +5.00% Maximum encumbrance: +24 Spell save: +20 (+10 eff.) Mana each turn: +0.20 Maximum vim: +10.00 A belt that goes around your waist. |
Starsaw the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str / +9 Con Changes resistances: +6% light / +2% physical When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% cold Allows you to breathe in: water Physical save: +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's iron helm of might (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +3 Wil / +2 Con Changes resistances: +6% physical Physical save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
77 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 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 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 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/3)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 122 power out of 347/400. 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 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. |
3 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Goop Train the Cornac Brawler level 8
3rd Flare 122nd year of Ascendancy at 02:46 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Goop Train the Cornac Brawler level 19
7th Haze 122nd year of Ascendancy at 21:04 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Goop Train the Cornac Brawler level 10
6th Dusk 122nd year of Ascendancy at 19:09 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Goop Train the Cornac Brawler level 20
8th Haze 122nd year of Ascendancy at 11:14 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Goop Train the Cornac Brawler level 19
70th Dusk 122nd year of Ascendancy at 11:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Goop Train the Cornac Brawler level 7
79th Pyre 122nd year of Ascendancy at 10:15 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Goop Train the Cornac Brawler level 11
13rd Dusk 122nd year of Ascendancy at 17:37 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Goop Train the Cornac Brawler level 18
55th Dusk 122nd year of Ascendancy at 09:44 see stats
Log
Wretchling's acid area effect hits Elven cultist for 27 acid damage.
Wretchling's acid area effect hits Elven cultist for 27 acid damage.
Elven cultist casts Drain.
Goop Train's deep wound closes.
Goop Train has recovered!
Acid Splash from Wretchling hits Goop Train for (14 resist armour), 3 acid (3 total damage).
Deep Wound from Saludavea the mean looking elven guard hits Goop Train for (14 resist armour), 69 physical (69 total damage).
Goop Train receives 22 healing.
Decrepitude Disease from Elven cultist hits Goop Train for (14 resist armour), 35 blight (35 total damage).
Weakness Disease from Elven cultist hits Goop Train for (14 resist armour), 56 blight (56 total damage).
Goop Train uses Clinch.
Goop Train misses Saludavea the mean looking elven guard.
Saludavea the mean looking elven guard is grappled!
Goop Train is engaged in a grapple!
Grappling hits Saludavea the mean looking elven guard for 3 physical damage.
Elven cultist's Drain hits Goop Train for (14 resist armour), 147 blight (147 total damage).
Wretchling misses Goop Train.
Grappled from Goop Train hits Saludavea the mean looking elven guard for 6 physical damage.
Grappling hits Saludavea the mean looking elven guard for 0 physical damage.
Rotting Disease from Elven cultist hits Wretchling for 63 blight damage.
Rotting Disease from Elven cultist hits Wretchling for 63 blight damage.
Thunderstorm hits Goop Train for (14 resist armour), 13 lightning (13 total damage).
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Wretchling's acid area effect hits Elven cultist for 27 acid damage.
Wretchling's acid area effect hits Elven cultist for 27 acid damage.
Saludavea the mean looking elven guard casts Timeless.
Saludavea the mean looking elven guard is free from the grapple.
Saving game...















































































