









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 27 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Layobreth the skeleton archer at level 25 on the 37th Regrowth 123rd year of Ascendancy at 19:01 / 2Killed by Ce'Nirianne the elven cultist at level 27 on the 42nd Regrowth 123rd year of Ascendancy at 11:51 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 13) |
| Dexterity | 59 (base 58) |
| Constitution | 52 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 48 (base 10) |
| Cunning | 64 (base 52) |
Resources
| Life | -174/897 |
| Stamina | 259/293 |
| Equilibrium | 9 |
| Healing Factor | 1.919329218765 |
| Regeneration | 26.390776758019 |
Speed
| Mental | +1.3322676295502E-13% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 43.390773745007 |
| See Invisible | 43.390773745007 |
Offense: Barehand
| Damage | 94 |
| Accuracy | 49 |
| Crit Chance | 29% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Fire | +12% |
| Nature | +28% |
| Physical | +27% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +5% |
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 19 (51.69962066283%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 32 |
| Mental Save | 47 |
Defense: Resistances
| Nature | + 28%( 70%) |
| Cold | + 33%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 10% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| 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 473 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 failed to protect the lone alchemist from death by Shardskin. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed snow giant kidney. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed red crystal shard. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. 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 chunk of ghoul flesh. * You've found the needed green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Armaneg the Stormbringer (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +4 Con Changes resistances penetration: +5% lightning / +10% physical Changes damage: +9% physical Life regen: +2.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Spellhunt Remnants (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+5 eff.) Maximum life: +80.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Mana Clash (10% chance level 2). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | iron pickaxe 'Shadeoozer' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% * 10 arcane resource burn Damage when hit (Melee): 4 darkness Changes stats: +1 Str / +2 Cun Changes resistances penetration: +10% mind Changes damage: +3% darkness Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| 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 16.54 cold and 18.27 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +1.00 Amulets make your neck look great! |
| Main armor | troll-hide rough leather armour of command (8 def, 5 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +10 (+3 eff.) Life regen: +3.50 Maximum life: +33.00 Healing mod.: +11% A suit of armour made of leather. |
| Light source | brass lantern 'Ashhacker'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con / +3 Wil Changes damage: +12% fire Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +6 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 'Berofast' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +2 Str / +1 Con Reduces incoming crit damage: 5.00% Silence immunity: +10% Disarm immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Aerovea the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Changes stats: +1 Dex Spell save: +3 (+2 eff.) Blindness immunity: +20% Maximum life: +40.00 Healing mod.: +20% A belt that goes around your waist. |
Inventory
heroism infusion of the psychic (die at -337; dur 7; cd 31)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: 31 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 7 turns. While Heroism is active, you will only die when reaching -337 life. The duration and life will increase by 1% for every 1% life you have lost (currently 738 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level.Givea the Chillfear (20-27 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 nature Damage (radius 2) on crit: +16 cold When wielded/worn: Changes stats: +4 Dex / +8 Con Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Tempestrage (53-80 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 1) on hit: +20 lightning / +20 fire Damage (radius 2) on crit: +20 lightning When wielded/worn: Damage when hit (Melee): 10 arcane Changes resistances: +9% fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stralite greatmaul 'Duvarab' (52-77 power, 4 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +12 blight Damage (radius 1) on hit: +12 arcane When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Changes resistances: +5% arcane / +2% physical Stamina each turn: +2.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.projecting pulsing mindstar of balance (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +8% lightning / +12% fire / +10% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Con Changes resistances: +22% fire Maximum life: +57.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Adolralaith the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind Changes resistances: +20% fire Changes resistances penetration: +25% mind Changes damage: +15% arcane / +15% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
marauder's cured leather armour of the deep (9 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Physical save: +9 (+4 eff.) A suit of armour made of leather. |
nimble reinforced leather armour of delving (19 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +19 (+7 eff.) Fatigue: +8% Changes stats: +8 Str / +4 Dex Changes resistances: +10% darkness / +9% physical Light radius: +2 Movement speed: +20% It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water Life regen: +3.20 Stamina each turn: +0.60 A suit of armour made of leather. |
283 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.bright alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+3 eff.) Light radius: +7 See stealth: +7 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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) Activation costs 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 (2/2)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 172 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. |
powerful yew totem of healing [power 266] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Anti-Mage Magina the Cornac Brawler level 20
66th Haze 122nd year of Ascendancy at 19:03 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anti-Mage Magina the Cornac Brawler level 11
65th Dusk 122nd year of Ascendancy at 20:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Anti-Mage Magina the Cornac Brawler level 19
60th Haze 122nd year of Ascendancy at 02:07 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anti-Mage Magina the Cornac Brawler level 24
33rd Regrowth 123rd year of Ascendancy at 23:14 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Anti-Mage Magina the Cornac Brawler level 22
73rd Haze 122nd year of Ascendancy at 13:32 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Anti-Mage Magina the Cornac Brawler level 10
58th Dusk 122nd year of Ascendancy at 22:29 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Anti-Mage Magina the Cornac Brawler level 20
61st Haze 122nd year of Ascendancy at 17:57 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Anti-Mage Magina the Cornac Brawler level 23
9th Regrowth 123rd year of Ascendancy at 13:34 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Anti-Mage Magina the Cornac Brawler level 24
29th Regrowth 123rd year of Ascendancy at 22:07 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Anti-Mage Magina the Cornac Brawler level 8
8th Mirth 122nd year of Ascendancy at 00:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Anti-Mage Magina the Cornac Brawler level 8
9th Mirth 122nd year of Ascendancy at 13:42 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Anti-Mage Magina the Cornac Brawler level 23
1st Decay 122nd year of Ascendancy at 08:40 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Anti-Mage Magina the Cornac Brawler level 26
41st Regrowth 123rd year of Ascendancy at 15:16 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anti-Mage Magina the Cornac Brawler level 19
61st Haze 122nd year of Ascendancy at 16:35 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Anti-Mage Magina the Cornac Brawler level 25
37th Regrowth 123rd year of Ascendancy at 19:01 see stats
Log
Melee retaliation hits Ce'Nirianne the elven cultist for 2 darkness, 2 darkness, 2 darkness, 2 darkness (6 total damage).
Grappling hits Ce'Nirianne the elven cultist for 3 physical, 4 physical, 7 physical, 4 physical, 0 physical (19 total damage).
Deep Wound from Ce'Nirianne the elven cultist hits Anti-Mage Magina for (14 flat reduction), 46 physical (46 total damage).
Ce'Nirianne the elven cultist hits Anti-Mage Magina for (14 flat reduction), (70 blocked), 0 physical, (14 flat reduction), 53 physical (53 total damage).
Greater Weapon Focus from Ce'Nirianne the elven cultist hits Anti-Mage Magina for (14 flat reduction), (29 blocked), 41 physical, (14 flat reduction), 88 physical (129 total damage).
Acid Splash from Ce'Nirianne the elven cultist hits Anti-Mage Magina for (14 flat reduction), 6 acid (6 total damage).
Grappling hits Ce'Nirianne the elven cultist for 8 physical damage.
Melee retaliation hits Ce'Nirianne the elven cultist for 2 darkness damage.
Ce'Nirianne the elven cultist's Quickdraw Knife hits Anti-Mage Magina for (14 flat reduction), 98 physical (98 total damage).
Anti-Mage Magina throws two quick punches.
Ce'Nirianne the elven cultist is recovering from the damage!
Anti-Mage Magina hits Ce'Nirianne the elven cultist for 165 physical, 107 physical, 40 arcane, 11 arcane, 40 arcane, 11 arcane, 154 physical, 40 arcane, 11 arcane (580 total damage).
Ce'Nirianne the elven cultist performs a melee critical strike against Anti-Mage Magina!
Grappling hits Ce'Nirianne the elven cultist for 8 physical, 7 physical, 6 physical, 4 physical (25 total damage).
Anti-Mage Magina's manaburn arcane area effect hits Anti-Mage Magina for 0 arcane damage.
Anti-Mage Magina's manaburn arcane area effect hits Elven warrior for 0 arcane damage.
Anti-Mage Magina's manaburn arcane area effect hits Elven warrior for 0 arcane damage.
Anti-Mage Magina's manaburn arcane area effect hits Ce'Nirianne the elven cultist for 37 arcane damage.
Melee retaliation hits Ce'Nirianne the elven cultist for 2 darkness, 2 darkness, 2 darkness, 2 darkness (6 total damage).
Greater Weapon Focus from Ce'Nirianne the elven cultist hits Anti-Mage Magina for (14 flat reduction), 82 physical, (14 flat reduction), 44 physical (126 total damage).
Ce'Nirianne the elven cultist hits Anti-Mage Magina for (14 flat reduction), 96 physical, (14 flat reduction), 79 physical (175 total damage).
Ce'Nirianne the elven cultist slows down.
Ce'Nirianne the elven cultist's Quickdraw Knife performs a melee critical strike against Anti-Mage Magina!
Grappled from Anti-Mage Magina hits Ce'Nirianne the elven cultist for 38 physical damage.
Melee retaliation hits Ce'Nirianne the elven cultist for 2 darkness damage.
Grappling hits Ce'Nirianne the elven cultist for 21 physical damage.
Ce'Nirianne the elven cultist's Quickdraw Knife hits Anti-Mage Magina for (14 flat reduction), 259 physical (259 total damage).
Anti-Mage Magina the level 27 cornac brawler was shattered to death by Ce'Nirianne the elven cultist on level 3 of Dark crypt.
Ce'Nirianne the elven cultist prepares for the next kill!


























































































