









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Possessor Bonus Class 1.7.3Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 18 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Chronolith Twin at level 18 on the 51st Dusk 122nd year of Ascendancy at 16:07 / 2Killed by Chronolith Twin at level 18 on the 51st Dusk 122nd year of Ascendancy at 17:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 38 (base 20) |
| Dexterity | 40 (base 37) |
| Constitution | 44 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 45 (base 36) |
Resources
| Life | -205/581 |
| Stamina | 120/196 |
| Healing Factor | 1.3555007465519 |
| Regeneration | 9.1496300392253 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 51 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Mind | +6% |
| Physical | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Nature | +5% |
| Fire | +10% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 9 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 51%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -358 life. The duration and life will increase by 1% for every 1% life you have lost (currently 842 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
| On feet | Unrivor the Glintswift (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% nature / +3% darkness / +3% light Changes resistances penetration: +10% light Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets of butchering (0 def, 1 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% blight Spell save: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 13% chance to slow global speed by 44% * 12% chance to reduce armor by 10% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Ebonybutcher the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +1 Con Equilibrium when hit: +0.70 Psi when hit: +1.00 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
| Tool | 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. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 7/60. This azure ring seems to be always moist to the touch. |
| On fingers | steel ring 'Smolderriver'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +1 Str / +1 Dex / +4 Con Changes resistances: +9% acid Changes resistances penetration: +10% fire Changes damage: +6% physical Physical save: +8 (+4 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
| Around neck | copper amulet 'Floehunter'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +3% light Changes resistances penetration: +10% cold Amulets make your neck look great! |
| Main armor | troll-hide rough leather armour of the deep (3 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Life regen: +3.50 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
| Light source | GoletaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Wil Changes resistances: +9% acid Changes damage: +6% mind / +6% acid Poison immunity: +10% 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. |
| Cloak | Velarin the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +2 Cun / +2 Dex Changes resistances: +5% arcane / +3% mind Mental save: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | CarrionstakeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +9% acid / +6% fire / +21% cold Changes resistances penetration: +5% nature Maximum life: +20.00 A belt that goes around your waist. |
Inventory
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 51.09 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (102). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Timas the Magmapassion (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Mag / +3 Wil Changes resistances penetration: +10% fire Spell save: +7 (+4 eff.) Maximum mana: +57.00 Spellpower: +25 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhumnir (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +16% light / +7% all Changes damage: +11% light Critical mult.: +10.00% Psi when hit: +0.04 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arudan the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +20% mind Changes damage: +12% acid / +6% blight Physical save: +7 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +8 (+4 eff.) Equilibrium when hit: +0.12 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
pair of rough leather boots 'Xanuyama' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Wil Changes resistances: +6% acid Physical save: +6 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Silence immunity: +10% Teleport immunity: +10% Healing mod.: +15% A pair of boots made of leather. |
Delachak (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +3% blight / +5% arcane / +9% mind Changes resistances penetration: +5% mind Physical save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Poison immunity: +10% Disarm immunity: +23% Confusion immunity: +10% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Noonstake (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10 arcane resource burn Effects when hit in melee: * 23 arcane resource burn Changes resistances: +12% nature / +6% fire Changes damage: +12% light Spell save: +17 (+9 eff.) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% On weapon hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yaryroddasin (15 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+6 eff.) Damage (Melee): 6 cold Changes resistances: +3% physical / +7% cold / +9% darkness / +3% mind Changes damage: +4% cold Physical save: +3 (+2 eff.) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +8 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Con Changes damage: +6% arcane Life regen: +1.70 Damage Shield Power: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
catburglar's dwarven-steel helm of constitution (+6) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Dex / +4 Con Changes resistances: +10% darkness Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
duelist's hardened leather armour of command (18 def, 13 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +18 (+7 eff.) Fatigue: +8% Changes stats: +8 Cun / +4 Dex Mental save: +17 (+8 eff.) A suit of armour made of leather. |
4 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. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blastwisp the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Damage when hit (Melee): 4 mind Changes stats: +1 Str Changes resistances: +3% lightning Changes damage: +15% lightning / +3% mind Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Poletta the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +1 Cun Changes resistances: +5% fire Changes resistances penetration: +20% mind Changes damage: +6% mind Equilibrium when hit: +0.04 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. |
SparkcastInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Wil Changes resistances: +12% lightning / +9% nature Spell save: +3 (+2 eff.) Mental save: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Light radius: +3 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 54.33 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
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. |
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. |
5 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Nnal the Cornac Brawler level 11
4th Dusk 122nd year of Ascendancy at 02:51 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nnal the Cornac Brawler level 10
9th Mirth 122nd year of Ascendancy at 09:46 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nnal the Cornac Brawler level 16
49th Dusk 122nd year of Ascendancy at 02:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nnal the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 09:50 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nnal the Cornac Brawler level 7
79th Pyre 122nd year of Ascendancy at 19:55 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Nnal the Cornac Brawler level 18
51st Dusk 122nd year of Ascendancy at 16:08 see stats
Log
Chronolith Clone hits Nnal for (124 blocked), 24 temporal, 72 temporal (97 total damage).
Grappling hits Chronolith Clone for 2 physical, 6 physical (8 total damage).
Talent Uppercut is ready to use.
Talent Dig is ready to use.
Chronolith Clone resists the wave!
Grappling hits Chronolith Clone for 3 physical damage.
Nnal's tidal wave hits Chronolith Clone for 4 cold, 4 physical (8 total damage).
Chronolith Twin's gravity area effect hits Nnal for 37 physical damage.
Chronolith Twin's gravity area effect hits Chronolith Clone for 11 physical damage.
Nnal hits Chronolith Clone for 28 physical, 0 arcane (28 total damage).
The fabric of time around Chronolith Twin returns to normal.
Grappled from Nnal hits Chronolith Clone for 20 physical damage.
Nnal speeds up.
Talent Infusion: Wild is ready to use.
Chronolith Clone resists the wave!
Nnal's tidal wave hits Chronolith Clone for 4 cold, 4 physical (8 total damage).
Chronolith Clone uses gleaming pair of dwarven-steel boots!
Chronolith Clone is free from the grapple.
Nnal has released the hold.
Talent Open Palm Block is ready to use.
Nnal uses Infusion: Healing.
Nnal receives 163 healing from Infusion: Healing.
Chronolith Twin casts Gravity Spike.
Nnal is drawn in by the singularity!
Chronolith Twin's spell attains critical power!
Chronolith Twin hits Nnal for 205 physical damage.
Nnal the level 18 cornac brawler was chopped into tiny pieces to death by Chronolith Twin on level 4 of Temporal Rift.




























































































