










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Bastion 1.5.10A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 14 / 100% |
Size | medium |
Lifes / Deaths | Killed by slumbering poison ivy at level 11 on the 10th Mirth 122nd year of Ascendancy at 04:05 / 2Killed by Minotaur of the Labyrinth at level 14 on the 38th Dusk 122nd year of Ascendancy at 08:33 |
Primary Stats
Strength | 37 (base 30) |
Dexterity | 16 (base 10) |
Constitution | 11 (base 11) |
Magic | 10 (base 10) |
Willpower | 52 (base 40) |
Cunning | 22 (base 10) |
Resources
Life | -124/445 |
Equilibrium | 135 |
Healing Factor | 1.1497162075846 |
Regeneration | 5.4674017815514 |
Speed
Mental | +5.96386969525% |
Attack | +5.96386969525% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 60 |
Accuracy | 35 |
Crit Chance | 11% |
APR | 17 |
Speed | 0.94 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 11% |
Speed | 0.94371789448232 |
Offense: Damage Bonus
Nature | +6% |
Lightning | +9% |
Light | +3% |
Darkness | +12% |
Blight | +5% |
Mind | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 22.317011280365 (72.903125182002%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 22 |
Physical Save | 18 |
Spell Save | 20 |
Mental Save | 25 |
Defense: Resistances
Cold | + 18%( 70%) |
Lightning | + 3%( 70%) |
Nature | + 11%( 70%) |
Darkness | + 36%( 70%) |
Blight | + 26%( 70%) |
Physical | + 3%( 70%) |
Fire | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Poison Resistance | 20% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+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 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed honey tree root. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 warg claw. * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
Equipment
On feet | ![]() pair of iron boots of tirelessness (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% (-) Stamina each turn: +0.40 (-) 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 | ![]() Eliselaith the Chargewire Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4(-) Wil Changes damage: +9%(-) lightning / +6%(-) fire / +6%(-) mind Only die when reaching: -80.00 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 | ![]() bladed iron helm of strength (+5) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +5(-) Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.5 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 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: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Salytta the Glintzeal Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) (-) Defense: +6 (+6 eff.) (-) Damage when hit (Melee): 6(-) light Changes stats: +7(-) Cun / +4(-) Dex Changes damage: +3%(-) light Disarm immunity: +21% (-) Pinning immunity: +21% (-) Knockback immunity: +22% (-) Maximum life: +20.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() psionicist's steel ring of darkness (+24%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Damage when hit (Melee): 0(-6) light Changes stats: +0(-4) Dex / +3 Wil / +0(-7) Cun Changes resistances: +24% darkness Changes damage: +12% darkness / +0%(-3%) light Mental save: +6 (+3 eff.) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-22%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() noble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Cun / +3(-) Wil Damage against: +15% (-)Summoned Reduced damage from: +16% (-)Summoned A belt that goes around your waist. |
In main hand | ![]() arcing steel greatmaul of massacre (35-52 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
On hands | ![]() dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Changes stats: +2(-) Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() radiant steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Wil Changes resistances: +13%(-) blight / +16%(-) cold / +12%(-) darkness Light radius: +1 (-) A suit of armour made of mail. |
Cloak | ![]() Muckvalor (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 48% Damage (Melee): 0(-20) item nature slow Changes stats: +2(-) Cun / +2(-) Dex Changes resistances penetration: +5%(-) lightning / +5%(-) nature Changes damage: +6%(-) nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() cleansing steel amulet of healing Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11%(-) nature / +13%(-) blight Poison immunity: +20% (-) Disease immunity: +20% (-) Cut immunity: +40% (-) Healing mod.: +14% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() wild infusion of the duelist (res 19%; physical; dur 4; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19%(-3%) for 4(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Strength, +Dexterity 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. |
![]() grounding copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% lightning / +0%(-11%) nature / +0%(-13%) blight Poison immunity: +0% (-20%) Disease immunity: +0% (-20%) Cut immunity: +0% (-40%) Stun/Freeze immunity: +20% Healing mod.: +0% (-14%) Amulets make your neck look great! |
![]() starlit copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +0%(-13%) blight / +0%(-11%) nature / +12% light / +10% darkness Blindness immunity: +22% Poison immunity: +0% (-20%) Disease immunity: +0% (-20%) Cut immunity: +0% (-40%) Healing mod.: +0% (-14%) Amulets make your neck look great! |
![]() iron battleaxe (12-18 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0(-23.0 - -34.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+3.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() balanced iron greatmaul of persecution (18-26 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.2(-17.5 - -26.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-0.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage against: +10% Unnatural When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+8 eff.) Changes stats: +2 Wil Disarm immunity: +28% Massive two-handed mauls. |
![]() iron longsword (12-18 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5(-22.5 - -35.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
![]() arcing quiver of elm arrows of vileness (15/15, 14-20 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-2) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +0(-2) Wil Changes resistances: +0%(-13%) blight / +0%(-16%) cold / +0%(-12%) darkness Light radius: +0 (-1) A suit of armour made of mail. |
![]() prismatic steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +0(-2) Wil Changes resistances: +15% lightning / +10% light / +0%(-13%) blight / +0%(-16%) cold / +12%(-) darkness Light radius: +0 (-1) A suit of armour made of mail. |
![]() rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +0(-3) Cun / +0(-3) Wil Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-16% )Summoned Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage (Melee): 0(-20) item nature slow Changes stats: +0(-2) Cun / +0(-2) Dex Changes resistances penetration: +0%(-5%) lightning / +0%(-5%) nature Changes damage: +0%(-6%) nature Spell save: +5 (+3 eff.) Mental 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. |
![]() blighted rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +1 (-1) Fatigue: +0% (-3%) Damage (Melee): 5 blight Changes stats: +0(-2) Str / +2 Mag Changes resistances: +5% blight Changes damage: +3% arcane / +4% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-5) Str / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's iron helm of dexterity (+3) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (+2) Fatigue: +5% (-) Changes stats: +0(-5) Str / +3 Dex Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-4) Wil Changes resistances: +30% light Changes damage: +0%(-9%) lightning / +0%(-6%) fire / +10% light / +0%(-6%) mind Only die when reaching: +0.00 life (+80.00 life) Light radius: +5 (+2) 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.(109 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-4) Wil Changes damage: +0%(-9%) lightning / +0%(-6%) fire / +0%(-6%) mind Only die when reaching: +0.00 life (+80.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
Achievements
By Malli the Cornac Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 01:25 see stats
By Malli the Cornac Wyrmic level 7
77th Pyre 122nd year of Ascendancy at 23:59 see stats
By Malli the Cornac Wyrmic level 11
10th Mirth 122nd year of Ascendancy at 04:05 see stats
Log
Talent Earth's Eyes is ready to use.
Talent Dig is ready to use.
Malli uses Lightning Speed.
Malli turns into pure lightning!
Minotaur of the Labyrinth uses Crush.
Malli is pinned to the ground.
Minotaur of the Labyrinth hits Malli for 105 physical, 6 cold, 2 healing (111 total damage) [2 healing].
Melee retaliation hits Minotaur of the Labyrinth for 4 blight, 2 light, 6 cold (12 total damage).
Malli gains 0% of a turn from Ancestral Life.
You are unable to move!
Malli is confused and fails to use Burrow.
Malli seems more focused.
Green ooze hits Malli for 1 nature, 2 healing (1 total damage) [2 healing].
Melee retaliation hits Green ooze for 4 blight, 4 light, 10 cold (18 total damage).
Malli gains 0% of a turn from Ancestral Life.
Minotaur of the Labyrinth hits Malli for 74 physical, 6 cold, 2 healing (80 total damage) [2 healing].
Melee retaliation hits Minotaur of the Labyrinth for 4 blight, 2 light, 6 cold (12 total damage).
Malli gains 0% of a turn from Ancestral Life.
You are unable to move!
You are unable to move!
Malli uses Nature's Balance.
Malli is back to normal.
Minotaur of the Labyrinth uses Stunning Blow.
Minotaur of the Labyrinth hits Malli for 68 physical damage.
Melee retaliation hits Minotaur of the Labyrinth for 4 blight, 2 light, 6 cold, 4 blight, 2 light, 6 cold (24 total damage).
Malli the level 14 cornac wyrmic was ground to death by Minotaur of the Labyrinth and hung on a wall-spike on level 2 of The Maze.