
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 27 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 21 on the 1st Pyre 123rd year of Ascendancy at 06:05 / 2Killed by elven cultist at level 27 on the 31st Dusk 123rd year of Ascendancy at 17:57 |
Primary Stats
| Strength | 27 (base 14) |
| Dexterity | 75 (base 51) |
| Constitution | 43 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 80 (base 58) |
Resources
| Life | -127/734 |
| Stamina | 256/316 |
| Healing Factor | 1.3697742564935 |
| Regeneration | 27.737928693993 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 64.008794545935 |
| See Invisible | 73.008794545935 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 73 |
| Crit Chance | 42% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 73 |
| Crit Chance | 38% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +6% |
| Physical | +37% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +15% |
| Physical | +17% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 15 (53.292302510663%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 31 |
| Mental Save | 46 |
Defense: Resistances
| Fire | + 25%( 70%) |
| Nature | + 22%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 39% |
| Confusion Resistance | 10% |
| Pinning Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 -455 life. The duration and life will increase by 1% for every 1% life you have lost (currently 989 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 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 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 711% 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 Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Cunning 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 Wrathroot. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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: * You've found the needed vial of squid ink. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. 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 green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
| Light source | CloudravageInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +9% blight / +3% cold / +9% nature Changes resistances penetration: +15% lightning Changes damage: +15% physical Life regen: +7.00 Only die when reaching: -40.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 (+4 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. |
| On hands | restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Changes stats: +2 Dex Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered ash wand of shielding [power 266] (21/27 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 27 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | YareldilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) Defense: +15 (+3 eff.) Disarm immunity: +25% Pinning immunity: +27% Knockback immunity: +24% Maximum life: +24.00 Maximum stamina: +30.00 See invisible: +3 Rings make your fingers look great! |
| On fingers | gold ring 'Wretchbolt'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag / +5 Con Changes resistances penetration: +25% nature Life regen: +10.00 Maximum life: +58.00 See invisible: +6 Healing mod.: +13% Rings make your fingers look great! |
| Around neck | steel amulet 'Adidhemira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +13% fire / +1% physical / +14% cold Critical mult.: +15.00% Stamina each turn: +2.00 Maximum stamina: +30.00 Amulets make your neck look great! |
| In main hand | Cyrynor (38-50 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +13 Changes stats: +3 Dex / +14 Wil / +12 Con Changes resistances penetration: +10% physical Changes damage: +6% temporal Maximum life: +40.00 Light radius: +3 Infravision radius: +2 Sharp, short and deadly. |
| Around waist | Turadragorn the LoamwakeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +7 Dex / +4 Wil / +4 Cun / +6 Con Changes damage: +6% nature / +12% physical Physical save: +13 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -60.00 life A belt that goes around your waist. |
| In off hand | warbringer's dwarven-steel dagger of massacre (23-30 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +14% Sharp, short and deadly. |
| Cloak | murderer's linen cloak of Eldoral (1 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: +1 (+0 eff.) Changes stats: +3 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's hardened leather armour of Toknor (14 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +4 Str / +3 Dex Critical mult.: +12.00% Physical save: +10 (+4 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 209; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 32%; physical; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.Urundil (20-26 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Physical power: +20 (+6 eff.) Changes stats: +1 Str Changes resistances: +6% darkness / +3% temporal Physical save: +6 (+2 eff.) Silence immunity: +20% Maximum stamina: +10.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Duvaregodin the Blazewreath (19-27 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 lightning Damage (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Damage when hit (Melee): 2 light Changes resistances: +12% mind / +21% lightning Changes damage: +3% light / +9% mind One-handed war axes. |
Nuregokan the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +16% darkness Changes damage: +3% blight Disease immunity: +10% Life regen: +2.00 Infravision radius: +3 Healing mod.: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +10 (+4 eff.) A cap made of leather. |
rejuvenating cured leather armour of the deep (6 def, 5 armour) =Water=Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Malelin the steel shield (0 def, 4 armour, 40.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +1 Wil Changes resistances: +14% blight / +18% lightning / +19% nature / +3% acid Talent granted: +1 Block Critical mult.: +10.00% Handheld deflection devices. |
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 (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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Casei the Cornac Rogue level 16
8th Allure 123rd year of Ascendancy at 20:47 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Casei the Cornac Rogue level 20
79th Regrowth 123rd year of Ascendancy at 19:34 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Casei the Cornac Rogue level 21
80th Regrowth 123rd year of Ascendancy at 13:32 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Casei the Cornac Rogue level 26
36th Pyre 123rd year of Ascendancy at 00:36 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Casei the Cornac Rogue level 23
9th Pyre 123rd year of Ascendancy at 04:31 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Casei the Cornac Rogue level 27
4th Dusk 123rd year of Ascendancy at 04:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Casei the Cornac Rogue level 10
5th Flare 122nd year of Ascendancy at 22:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Casei the Cornac Rogue level 20
46th Regrowth 123rd year of Ascendancy at 08:53 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Casei the Cornac Rogue level 26
54th Pyre 123rd year of Ascendancy at 01:47 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Casei the Cornac Rogue level 27
1st Dusk 123rd year of Ascendancy at 09:00 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Casei the Cornac Rogue level 27
31st Dusk 123rd year of Ascendancy at 17:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Casei the Cornac Rogue level 7
1st Summertide 122nd year of Ascendancy at 07:48 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Casei the Cornac Rogue level 10
8th Flare 122nd year of Ascendancy at 00:57 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Casei the Cornac Rogue level 27
31st Dusk 123rd year of Ascendancy at 16:10 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Casei the Cornac Rogue level 26
63rd Pyre 123rd year of Ascendancy at 19:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Casei the Cornac Rogue level 17
10th Regrowth 123rd year of Ascendancy at 03:40 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Casei the Cornac Rogue level 21
1st Pyre 123rd year of Ascendancy at 06:05 see stats
Log
Talent Dirty Fighting is ready to use.
Talent Intricate Tools is ready to use.
Talent Cunning Tools is ready to use.
Talent Flurry is ready to use.
Talent Feint is ready to use.
Casei is not stunned anymore.
Elven cultist casts Soul Rot.
The shield around Casei crumbles.
Talent Whirlwind is ready to use.
Talent Dual Strike is ready to use.
Elven cultist activates his wand!
A shield forms around elven cultist.
Casei activates Leeching Poison.
Casei deactivates Crippling Poison.
Casei uses Tumble.
You must have an empty space to roll to.
Casei uses Tumble.
Casei uses Infusion: Movement.
Casei is moving at extreme speed!
Talent Infusion: Healing is ready to use.
Talent Grappling Hook is ready to use.
Elven cultist casts Rune: Biting Gale.
Casei is encased in ice!
Elven cultist hits Casei for 82 cold damage.
Casei the level 27 cornac rogue was frozen and shattered into a million little shards to death by an elven cultist on level 1 of Mark of the Spellblaze.



















































































