











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 24 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 7th Haze 123rd year of Ascendancy at 20:38 / 1 |
Primary Stats
| Strength | 35 (base 21) |
| Dexterity | 67 (base 41) |
| Constitution | 50 (base 30) |
| Magic | 31 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 60 (base 29) |
Resources
| Life | -189/639 |
| Stamina | 129/196 |
| Healing Factor | 1.2727272727273 |
| Regeneration | 2.8636363636364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 67.288259754221 |
| See Invisible | 67.288259754221 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 70 |
| Crit Chance | 28% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Arcane | +10% |
| Cold | +22% |
| All | 0% |
| Lightning | +6% |
| Light | +12% |
| Temporal | +11% |
| Physical | +14% |
| Mind | +15% |
| Fire | +21% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +15% |
| Mind | +15% |
| Physical | +8% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (70.376569037657%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 34 |
Defense: Resistances
| Cold | + 53%( 70%) |
| Acid | + 38%( 70%) |
| Light | + 28%( 70%) |
| Nature | + 50%( 70%) |
| Darkness | + 29%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 44%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 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: 23 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 29% 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 40 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 -474 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1089 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+8 cooldowns). Infusion Saturation |
| detrimental effect | The target is in the center of a lightning hurricane, doing 46.39 to 139.17 lightning damage to itself and others around every turn. Hurricane |
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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 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 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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed ritch stinger. * You've found the needed red crystal shard. 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 black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Bloomquarry (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Changes stats: +1 Wil / +3 Cun / +3 Con Changes resistances: +6% nature Changes resistances penetration: +15% mind Physical save: +15 (+7 eff.) Mental save: +14 (+7 eff.) Only die when reaching: -80.00 life Maximum hate: +2.00 Mindpower: +5 (+2 eff.) A pair of boots made of leather. |
| Quiver | barbed quiver of yew arrows of grasping (22/22, 157% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 157% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 22 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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 | Torugund the Flashsin (26 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +26 (+7 eff.) Changes stats: +5 Str / +2 Dex Changes resistances: +15% fire Changes damage: +6% lightning / +10% fire A pointy cloth hat, very wizardly... |
| Tool | Duskguile the steel torque of mindblast [power 170] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +5 Mag Changes resistances penetration: +15% darkness Light radius: +3 It can be used to blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Festerreign'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% * 10% chance to reduce armor by 25% Changes stats: +5 Dex Changes resistances: +9% acid / +26% cold / +3% nature Changes damage: +6% physical / +13% cold Rings can have magical properties. |
| On fingers | gold ring 'Tundrabreak'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +3 Con Changes resistances: +26% nature Changes resistances penetration: +25% cold Changes damage: +13% nature Rings can have magical properties. |
| Around waist | Issadil the DayministerPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +3 Cun Changes damage: +12% light Mental save: +6 (+3 eff.) Mindpower: +30 (+10 eff.) It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | enhanced elm longbow of dexterity (+5)Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +5 Str / +8 Dex / +6 Mag / +6 Wil / +6 Cun / +8 Con Changes resistances penetration: +8% physical Longbows are used to shoot arrows at your foes. |
| On hands | brawler's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +2 Mag / +4 Cun Changes resistances: +6% light / +7% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 42.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +10% acid / +13% physical / +12% fire / +12% cold / +11% all Changes damage: +8% acid / +8% physical / +11% temporal / +11% fire / +10% arcane / +9% cold Talent cooldown: Refit Golem (-2 turns) Maximum mana: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Zubylle the Stormlace (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Mag / +2 Wil / +1 Con Changes resistances: +3% physical Spell save: +6 (+3 eff.) Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Obsidianransom'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 6 mind Changes stats: +5 Dex / +4 Wil / +10 Cun / +5 Con Changes damage: +15% mind Life regen: +2.00 Stamina each turn: +0.50 Equilibrium when hit: +0.08 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 74; 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
heroism infusion of the sneak (die at -413; dur 7; cd 35)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: 43 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 -413 life. The duration and life will increase by 1% for every 1% life you have lost (currently 948 life, 16 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. 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. Press to compare to your current inscriptions |
marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+2 eff.) Changes stats: +3 Dex Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
titan's steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.flaming steel longsword of evisceration (110% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +9 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Sharp, long, and deadly. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+5 eff.) Confusion immunity: +35% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 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. |
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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
yew totem of healing [power 302] (11/15 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 302 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hispy the Cornac Archer level 14
26th Dusk 122nd year of Ascendancy at 00:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Hispy the Cornac Archer level 19
28th Regrowth 123rd year of Ascendancy at 04:34 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Hispy the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 07:13 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Hispy the Cornac Archer level 20
28th Regrowth 123rd year of Ascendancy at 19:53 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hispy the Cornac Archer level 16
12nd Haze 122nd year of Ascendancy at 08:00 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hispy the Cornac Archer level 16
12nd Haze 122nd year of Ascendancy at 02:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Hispy the Cornac Archer level 9
2nd Mirth 122nd year of Ascendancy at 10:41 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hispy the Cornac Archer level 20
61st Regrowth 123rd year of Ascendancy at 23:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Hispy the Cornac Archer level 15
48th Dusk 122nd year of Ascendancy at 18:25 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Hispy the Cornac Archer level 18
26th Regrowth 123rd year of Ascendancy at 13:09 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hispy the Cornac Archer level 21
6th Pyre 123rd year of Ascendancy at 02:01 see stats
Log
You are unable to move!
Hispy uses Infusion: Regeneration.
Hispy starts regenerating health quickly.
Urkis, the High Tempest is no longer pinned.
Urkis, the High Tempest casts Nova.
Hispy reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Hispy is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Hispy for (56 resonance), 56 lightning (56 total damage).
Urkis, the High Tempest hits Hispy for (29 reacted , -5 stam), (42 resonance), 42 lightning (42 total damage).
Hispy uses Volley.
Your resonance field crumbles under the damage!
The psychic field around Hispy crumbles.
Hurricane from Urkis, the High Tempest hits Hispy for (31 resonance), 56 lightning (56 total damage).
Talent Fragmentation Shot is ready to use.
Hurricane from Urkis, the High Tempest hits Hispy for 104 lightning damage.
Hispy feels pain again.
Talent Pin Down is ready to use.
Hurricane from Urkis, the High Tempest hits Hispy for 68 lightning damage.
Hurricane from Urkis, the High Tempest hits Hispy for 112 lightning damage.
Hispy stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits Hispy for 109 lightning damage.
Hispy the level 24 cornac archer was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
The Hurricane around Hispy dissipates.
Hispy deactivates Trained Reactions.



































































