Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Rogue |
| Level / Exp | 12 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Porywyn the fire drake hatchling at level 12 on the 27th Dusk 122nd year of Ascendancy at 02:51 / 1 |
Primary Stats
| Strength | 17 (base 11) |
| Dexterity | 28 (base 25) |
| Constitution | 27 (base 22) |
| Magic | 13 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 29 (base 27) |
Resources
| Life | -41/525 |
| Stamina | 105/137 |
| Healing Factor | 1.4594416243655 |
| Regeneration | 149.28628375635 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 29.531246398506 |
| See Invisible | 29.531246398506 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 39 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 39 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +3% |
| Cold | +30% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +20% |
| Physical | +6% |
| Nature | +15% |
| Arcane | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (39.741575880416%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 2.1169997754323 |
| Physical Save | 15 |
| Spell Save | 20 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 9%( 70%) |
| Cold | + 42%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 19%( 70%) |
| Fire | + 12%( 70%) |
| Lightning | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 10% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.43 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
Effects
| talent | Apply Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | A flow of life spins around the target, regenerating 91.04 life per turn. Regeneration |
| detrimental effect | Fatigue from poor sleep, dealing 21.73 mind damage per turn. Restless Night |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 65%. Exhaustion |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 38 - 53 Accuracy: 52 (knife) APR: 12 Crit Chance: +12% Crit mult: 159% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target is wide awake and has 20% resistance to sleep effects. Insomnia |
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 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 |
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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Emelayaralle the Unlightnail (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 11% Damage when hit (Melee): 2 acid Changes resistances: +3% acid / +6% darkness Changes resistances penetration: +15% darkness Stamina each turn: +0.50 Maximum stamina: +12.00 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 'Blazeraptor'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% lightning / +6% light / +3% all Changes resistances penetration: +5% light / +10% mind Spell save: +6 (+3 eff.) Only die when reaching: -20.00 life Light radius: +3 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 | Cracklebreaker the rough leather cap (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +1% Changes stats: +2 Dex / +2 Mag Changes resistances penetration: +10% arcane Changes damage: +6% physical Infravision radius: +1 A cap made of leather. |
| On hands | polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of healing [power 110] (8.5/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Life regen: +6.00 Maximum life: +48.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
| Around neck | stabilizing steel amulet of mastery (0.13 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Talent mastery: +0.13 Technique / Combat training Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
| In main hand | balanced iron dagger of erosion (100% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
| Around waist | Mayiba the GrowwhisperCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +14 (+5 eff.) Changes resistances: +3% blight Changes resistances penetration: +15% nature Stealth bonus: +6 Poison immunity: +10% Only die when reaching: -20.00 life A belt that goes around your waist. |
| In off hand | iron dagger 'Splendourresolve' (98% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 98% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +12 light When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Damage when hit (Melee): 6 light Changes resistances penetration: +15% light / +6% physical Changes damage: +3% lightning Light radius: +3 Sharp, short and deadly. |
| Cloak | Glarefurnace the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes resistances: +6% fire / +10% cold Changes damage: +15% cold Spell 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 | troll-hide rough leather armour of Eyal (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +5.00 Maximum life: +55.00 Healing mod.: +22% A suit of armour made of leather. |
Inventory
movement infusion of the psychic (speed 566%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 566% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
treant's copper ring of nature (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +28% nature / +6% blight Changes damage: +11% nature Poison immunity: +10% Disease immunity: +12% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Nerimina (125% 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: 125% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% blight / +3% light Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Disarm immunity: +20% Healing mod.: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Zanomarig the Sunrage (113% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 113% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Changes stats: +4 Wil Changes damage: +3% light Only die when reaching: -40.00 life Mental crit. chance: +5% Massive two-handed battleaxes. |
iron dagger (102% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steady rough leather sling of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Changes damage: +10% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Searwisp the elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex / +2 Mag / +5 Cun Changes resistances: +3% fire Changes damage: +10% darkness / +3% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Blindhunter Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +2 Cun Changes resistances penetration: +5% darkness Changes damage: +3% mind Critical mult.: +10.00% Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Size category: +1 A belt that goes around your waist. |
insulating rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Maximum life: +30.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.rough leather belt 'Zanuyaldir' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Mag Critical mult.: +10.00% Mental save: +6 (+6 eff.) Vim when firing critical spell: +2.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.mindwoven linen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature / +7% all Changes damage: +11% nature Mental save: +16 (+11 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Ivuwe' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Con Changes resistances: +19% lightning / +16% acid / +9% all Changes damage: +13% lightning / +7% nature / +11% acid Critical mult.: +5.00% Poison immunity: +22% Disease immunity: +22% Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Turirach' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 2 blight Changes stats: +2 Cun / +2 Mag Changes resistances penetration: +15% blight Changes damage: +6% acid Maximum encumbrance: +22 Physical save: +6 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's rough leather cap of dexterity (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A cap made of leather. |
rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
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. |
46 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. |
iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +3 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 (2/2)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 Activation costs 176 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 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) Activation costs 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. |
iron torque of clear mind [power 1] (8.5/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
5 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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mayco the Higher Rogue level 11
8th Dusk 122nd year of Ascendancy at 23:15 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Mayco the Higher Rogue level 10
8th Flare 122nd year of Ascendancy at 06:13 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Mayco the Higher Rogue level 8
4th Flare 122nd year of Ascendancy at 02:33 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Mayco the Higher Rogue level 7
2nd Flare 122nd year of Ascendancy at 00:51 see stats
Log
Deadly Poison from Mayco hits Fire drake hatchling for 37 nature damage.
Xerildamira the orc warrior uses Mind Sear.
Golem (servant of Porywyn the fire drake hatchling) casts Rune: Shielding.
A shield forms around golem (servant of Porywyn the fire drake hatchling).
Xerildamira the orc warrior hits Mayco for 108 mind damage.
Mayco is no longer sleeping.
Mayco had a restless night.
Golem (servant of Porywyn the fire drake hatchling) misses Mayco.
Porywyn the fire drake hatchling's Channel Staff hits Mayco for 54 temporal damage.
Mayco is no longer evading attacks.
Mayco feels pain again.
Mayco is no longer distorted.
Restless Night from Xerildamira the orc warrior hits Mayco for 10 mind damage.
Mayco uses Infusion: Regeneration.
Mayco starts regenerating health quickly.
Thought-forged bowman shoots!
Porywyn the fire drake hatchling casts Channel Staff.
Fire drake hatchling is no longer poisoned.
Xerildamira the orc warrior converts some damage to Psi!
Xerildamira the orc warrior hits Mayco for 9 nature, 4 lightning, 9 nature, 4 lightning (27 total damage).
Melee retaliation hits Xerildamira the orc warrior for 3 to psi, 2 light, 0 to psi, 0 acid, 3 to psi, 2 light, 0 to psi, 0 acid (15 total damage).
Golem (servant of Porywyn the fire drake hatchling) misses Mayco.
Thought-forged bowman's Shoot hits Mayco for 65 physical damage.
Porywyn the fire drake hatchling's Channel Staff hits Mayco for 60 temporal damage.
Mayco the level 12 higher rogue was timewarped to death by Porywyn the fire drake hatchling on level 2 of Scintillating Caves.
Mayco is no longer suffering from insomnia.
Mayco stops regenerating health quickly.
Mayco deactivates Apply Poison.
Mayco has recovered from poor sleep.























































































