












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! 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:
Possessor Bonus Class 1.7.4Donators/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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Sun Paladin |
| Level / Exp | 20 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Layyrin the cutpurse at level 20 on the 13rd Gold 123rd year of Ascendancy at 09:49 / 2Killed by ritch flamespitter at level 20 on the 13rd Gold 123rd year of Ascendancy at 19:38 |
Primary Stats
| Strength | 22 (base 15) |
| Dexterity | 21 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 44 (base 32) |
| Willpower | 58 (base 48) |
| Cunning | 28 (base 17) |
Resources
| Life | -143/438 |
| Positive | 87/87 |
| Stamina | 172/277 |
| Equilibrium | 25 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 7.0521018820719 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +594% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 54 |
| Crit Chance | 10% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +12% |
| Cold | +11% |
| All | 0% |
| Darkness | +13% |
| Light | +10% |
| Mind | +20% |
| Fire | +18% |
| Nature | +12% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
| Physical | +25% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 14.663483061779 (50.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 1.7763568394003E-15 |
| Physical Save | 24 |
| Spell Save | 33 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 55%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 61%( 70%) |
| Temporal | + 39%( 70%) |
| Mind | + 39%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Silence Resistance | 20% |
| Confusion Resistance | 82% |
| Knockback Resistance | 22% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 3 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: 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 594% 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 Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Psiblades |
| beneficial effect | Moving at extreme speed (594% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target physical resistance is reduced by 20%. Lowered physical resistance |
| beneficial effect | Increases defense by 9. Mobile Defense |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
| detrimental effect | The target has been splashed with acid, taking 14.92 acid damage per turn, reducing armour by 23 and attack by 20. Acid Splash |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)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 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 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 |
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. | 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 failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Muckkiss the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun Changes resistances: +6% nature Changes resistances penetration: +5% blight Changes damage: +3% mind Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 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.(115 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Vileransom (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% Changes resistances: +16% cold Changes resistances penetration: +15% physical Changes damage: +11% cold Physical save: +3 (+1 eff.) Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Zesta' (10 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +3 Defense: +10 (+3 eff.) Changes stats: +2 Dex / +2 Wil Changes resistances: +3% light When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Unrusarab [power 194] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Mental save: +3 (+1 eff.) Maximum hate: +4.00 Mental crit. chance: +4% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 37. * Gain a 14% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | RavenlordCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes stats: +3 Str / +2 Dex Changes resistances penetration: +10% darkness Changes damage: +9% darkness Stun/Freeze immunity: +31% Life regen: +3.00 See invisible: +15 Rings make your fingers look great! |
| On fingers | Layytira the TaintraceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% nature / +3% fire Changes resistances penetration: +5% lightning Changes damage: +12% nature Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | BetogattaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes stats: +3 Dex Changes resistances: +12% temporal / +10% light / +10% darkness Blindness immunity: +20% Pinning immunity: +25% Knockback immunity: +22% Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+7 eff.) Amulets make your neck look great! |
| In main hand | Sunzephyr the thorny mindstar (98% power, 46 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +46 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 physical When wielded/worn: Physical power: +20 (+7 eff.) Damage (Melee): 6 mind / 4 darkness Damage when hit (Melee): 8 mind Changes resistances: +1% physical Changes resistances penetration: +10% physical Changes damage: +12% fire / +5% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | QuenchministerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +3% fire / +6% cold Changes damage: +6% fire Stealth bonus: +5 A belt that goes around your waist. |
| In off hand | Yvotta (0 def, 3 armour, 91% power, 60.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 92% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +60 Damage (Melee): +8 physical When wielded/worn: Armour: +3 Fatigue: +8% Changes stats: +1 Str Changes damage: +9% physical Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Poleyathra (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +1 (+0 eff.) Changes stats: +2 Con Changes resistances: +6% acid / +12% cold Changes damage: +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eremegarak (20 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Defense: +20 (+7 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances: +12% mind / +7% all Changes damage: +12% mind / +3% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the wizard (res 24%; mental; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
warmaker's steel amulet of manastreaming =5s5d=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +2 Mag / +5 Wil Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +24.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Wintersin the iron greatmaul (118% power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 2) on crit: +12 nature / +4 cold When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes resistances: +12% cold Changes resistances penetration: +25% cold Changes damage: +12% fire Disarm immunity: +32% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dreamer's vined mindstar of venom (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 acid Changes resistances: +7% acid / +5% mind Changes resistances penetration: +11% acid Changes damage: +8% acid Talent granted: +1 Attune Mindstar Mental save: +2 (+0 eff.) Life regen: +1.00 Psi each turn: +0.50 Maximum psi: +11.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen cloak 'Glacierriver' (1 def, 0 armour) =4s=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Damage when hit (Melee): 2 nature Changes stats: +4 Str / +1 Con Changes resistances penetration: +10% cold Changes damage: +3% cold Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveda (0 def, 3 armour) =4w=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +4 Wil Critical mult.: +5.00% Mental save: +3 (+1 eff.) Infravision radius: +1 A pair of boots made of leather. |
Neriba the pair of rough leather boots (0 def, 3 armour) =3s=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 Damage when hit (Melee): 2 physical Changes stats: +3 Str Changes resistances: +6% cold / +6% fire Physical save: +9 (+4 eff.) A pair of boots made of leather. |
Xerelaith the Strikefoe (15 def, 3 armour) =5d=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +3 Defense: +15 (+5 eff.) Changes stats: +5 Dex / +3 Wil / +3 Cun / +7 Lck Changes resistances penetration: +5% lightning / +5% physical Stealth bonus: +9 A pair of boots made of leather. |
traveler's pair of hardened leather boots of phasing (0 def, 3 armour) =blink=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +2 Wil / +3 Mag Maximum encumbrance: +20 Physical save: +5 (+2 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Xanynn (0 def, 1 armour) =5w=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Damage when hit (Melee): 2 arcane Changes stats: +5 Wil Changes resistances: +5% nature Changes resistances penetration: +15% arcane Changes damage: +3% nature / +6% arcane Spell save: +6 (+3 eff.) Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +7 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets of strength (+3) (0 def, 1 armour) =3s=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning When used to modify unarmed attacks: Power: 110% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +6 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Blastzeal (0 def, 4 armour) =5s=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +3 Dex Changes resistances: +3% lightning / +3% darkness Physical save: +9 (+4 eff.) 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 63.5 Physical damage. If the attack hits, the target is confused (31% 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. |
Silota the cashmere wizard hat (2 def, 0 armour) =6d=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +2 Str / +6 Dex / +4 Wil / +4 Cun Changes damage: +9% acid Mindpower: +4 (+2 eff.) Infravision radius: +1 A pointy cloth hat, very wizardly... |
Baligund the rough leather armour (28 def, 8 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Defense: +28 (+9 eff.) Fatigue: +6% Changes stats: +2 Dex Changes resistances: +11% nature / +11% blight Only die when reaching: -60.00 life A suit of armour made of leather. |
Bethewen the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Str Changes resistances: +10% nature Changes damage: +6% nature / +3% mind Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Cinderbait' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Changes resistances: +6% darkness / +15% fire Changes resistances penetration: +15% arcane Spellpower on spell critical (stacks up to 3 times): +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern 'Chamikath'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Changes resistances: +3% mind Spell save: +3 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +10% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Roso the Drem Sun Paladin level 10
14th Dearth 122nd year of Ascendancy at 23:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Roso the Drem Sun Paladin level 20
19th Steel 123rd year of Ascendancy at 15:52 see stats
May the 4th be with you!
.By Roso the Drem Sun Paladin level 16
18th Shortage 122nd year of Ascendancy at 10:21 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Roso the Drem Sun Paladin level 13
35th Dearth 122nd year of Ascendancy at 18:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Roso the Drem Sun Paladin level 12
23rd Dearth 122nd year of Ascendancy at 04:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Roso the Drem Sun Paladin level 19
29th Iron 123rd year of Ascendancy at 19:37 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Roso the Drem Sun Paladin level 20
13rd Gold 123rd year of Ascendancy at 09:49 see stats
Log
Roso hits Turtle for 8 light damage.
Roso killed Yvyreda the grannor'vor!
Ritch flamespitter spits flames!
Ritch flamespitter hits Roso for 116 fire damage.
War hound misses Roso.
Acid Splash from Yvyreda the grannor'vor hits Roso for 12 acid damage.
Golem (servant of Yvyreda the grannor'vor) misses Roso.
Roso uses Thorn Grab.
Roso hits Golem (servant of Yvyreda the grannor'vor) for 84 mind, 9 physical, 5 darkness, 14 light, 7 mind (119 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Roso for 171 fire damage.
War hound starts to bleed black blood.
War hound hits Roso for 103 physical damage.
Melee retaliation hits War hound for 10 mind damage.
Acid Splash from Yvyreda the grannor'vor hits Roso for 12 acid damage.
Golem (servant of Yvyreda the grannor'vor) misses Roso.
Black Blood Bleeding from Roso hits War hound for 22 darkness damage.
Thorn Grab from Roso hits War hound for 10 nature damage.
LIFE LOST WARNING!
Roso uses Infusion: Wild.
Roso is less vulnerable to fire.
Roso is cured!
Roso lessens the pain.
Roso uses Infusion: Movement.
Roso is moving at extreme speed!
Ritch flamespitter spits flames!












































































