
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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 19 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Iviritira the half formed drem at level 19 on the 6th Decay 122nd year of Ascendancy at 07:36 / 1 |
Primary Stats
| Strength | 42 (base 39) |
| Dexterity | 17 (base 10) |
| Constitution | 30 (base 23) |
| Magic | 58 (base 34) |
| Willpower | 17 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -22/589 |
| Insanity | 89/100 |
| Healing Factor | 0.65921477299532 |
| Regeneration | 0.16480369324883 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 22.586627077904 |
| See Invisible | 22.586627077904 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 48 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +36% |
| Light | +31% |
| Blight | +40% |
| Mind | +39% |
| Fire | +33% |
| All | +21% |
Offense: Damage Penetration
| Cold | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 31.551211628464 (73.607947236566%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 22 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 14%( 70%) |
| Cold | -10%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 33% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The target is on fire, taking 6.92 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The target is hexed, granting it 27% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Ivedheratha the half formed drem) up to 1 times the normal amount of Vim. Bleak Outcome |
| beneficial effect | 7 stacks, +21% to all damage dealt. Chaos Orbs |
| detrimental effect | The target cold resistance is reduced by 21%. Lowered cold resistance |
| detrimental effect | The target is confused, acting randomly (chance 32%) and unable to perform complex actions. Confused |
| detrimental effect | Huge cut that bleeds, doing 7.73 physical damage per turn. Bleeding |
| detrimental effect | Huge cut that bleeds, doing 26.40 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | 3 pustules increasing resistance by 9%. Putrescent Pustule |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic 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 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | Noonnaught the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% acid Melee Ret 6 light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% light +3% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Anaroddaneg the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Resists +6% light Die.at -20.00 life Max.HP +40.00 ---------- misc Light +5 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 | Mayodherin (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +5% Resists +3% nature Spell.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash totem of healing [power 182] (14/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 12 light Ranged+ 15 light Dmg.mod +10% light Rings make your fingers look great! |
| On fingers | Bethiminn0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +15 (+5 eff.) ----- def ----- Defense +5 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | enhanced steel longsword of daylight (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Nature Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 light Against +10% Undead While equipped: Stats +3 Str +4 Dex +3 Mag +3 Wil +4 Cun +4 Con Sharp, long, and deadly. |
| On hands | blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 blight Dmg.mod +4% blight Acc +14 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% blight 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 | enlightening dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Resists +17% lightning Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
| Cloak | linen cloak 'Brightward' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +7 (+4 eff.) Resists +12% acid +6% fire Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blizzardsquall0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind Res.pen +5% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +24% mind Confus- +33% Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, darkness, blight, mind, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 darkness, 3 blight, 3 mind, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 148 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Tarrendur0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+3 eff.) Apr +13 ----- def ----- Resists +6% blight +5% arcane +3% light +6% mind HP.reg +2.00 Disarm- +20% Amulets make your neck look great! |
stabilizing gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% temporal Pinning- +26% Knockbk- +25% Amulets make your neck look great! |
Yaronarichak the Cloudraider (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +10% Living On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: Stats +3 Mag +1 Wil +3 Con dps ---------- Dmg.mod +6% lightning ---------- misc See.Invis +3 Sharp, short and deadly. |
Chamukalthorand the voratun waraxe (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Psionic Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +12 blight On Crit.r2 +8 temporal On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +7 Wil +5 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +3% blight +3% temporal Res.pen +5% temporal One-handed war axes. |
Startouch (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +10% light +15% blight Apr +8 Melee Ret 4 light 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +4 Fatigue +3% Resists +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 56.77 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
fearforged steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +7 Con ----- def ----- Armour +9 Fatigue +28% Resists +17% lightning +6% fire -13% light +7% darkness Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A suit of armour made of metal plates. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 108% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Blerg the Cornac Writhing One level 10
44th Haze 122nd year of Ascendancy at 20:13 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Blerg the Cornac Writhing One level 18
80th Haze 122nd year of Ascendancy at 06:42 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Blerg the Cornac Writhing One level 16
71st Haze 122nd year of Ascendancy at 03:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Blerg the Cornac Writhing One level 17
76th Haze 122nd year of Ascendancy at 00:20 see stats
Log
The Amalgamation casts Drain.
The Amalgamation hits Blerg for 45 blight damage.
Blerg is not stunned anymore.
Layuwyn the half formed drem shoots!
Deep Wound from Layuwyn the half formed drem hits Blerg for 12 physical damage.
Blerg casts Carrion Feet.
There is a back to the tunnels here (press '' or right click to use).
Neruthra the half formed drem casts Sunburst.
Neruthra the half formed drem's spell attains critical power!
Neruthra the half formed drem resists!
Fire drake's devouring flames area effect hits Ivedheratha the half formed drem for 7 fire damage.
Fire drake's devouring flames area effect hits 3-headed hydra for 6 fire damage.
Fire drake's devouring flames area effect hits Layuwyn the half formed drem for 7 fire damage.
Fire drake's devouring flames area effect hits Iviritira the half formed drem for (6 blocked), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits Glorenn the half formed drem for 7 fire damage.
Fire drake's devouring flames area effect hits Neruthra the half formed drem for (3 to ice), 4 fire (4 total damage).
Fire drake's devouring flames area effect hits Bethyra the half formed drem for 7 fire damage.
Rimebark's ice area effect hits The Amalgamation for 14 cold damage.
Rimebark's ice area effect hits 3-headed hydra for 20 cold damage.
Rimebark's ice area effect hits Layuwyn the half formed drem for 20 cold damage.
Rimebark's ice area effect hits Glorenn the half formed drem for 20 cold damage.
Rimebark's ice area effect hits Neruthra the half formed drem for (7 to ice), 10 cold (10 total damage).
Rimebark's ice area effect hits Bethyra the half formed drem for 20 cold damage.
Glorenn the half formed drem summons a 3-headed hydra!
Glorenn the half formed drem's mind surges with critical power!
Iviritira the half formed drem activates his pair of dwarven-steel boots!
Iviritira the half formed drem rushes out!
Blerg starts to bleed.
Blerg is on fire!

















































































