











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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 15 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinuwe the black crystal at level 15 on the 5th Flare 122nd year of Ascendancy at 02:11 / 1 |
Primary Stats
| Strength | 31 (base 27) |
| Dexterity | 21 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 4 (base 10) |
| Willpower | 45 (base 40) |
| Cunning | 24 (base 14) |
Resources
| Life | -116/384 |
| Hate | 102/102 |
| Equilibrium | 0 |
| Healing Factor | 1.2300003099961 |
| Regeneration | 51.942913091137 |
Speed
| Mental | +20.438192473627% |
| Attack | +20.438192473627% |
| Movement | +131.67161498065% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 32 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 18 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 8% |
| Speed | 0.83030140145866 |
Offense: Damage Bonus
| Darkness | +10% |
| Lightning | +23% |
| Nature | +12% |
| Physical | +25% |
| Cold | +14% |
| All | +4% |
Offense: Damage Penetration
| Mind | +5% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 5 (38.594633868923%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Physical | + 4%( 72%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | -14%( 70%) |
| Darkness | + 10%( 75%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 40% |
| Disarm Resistance | 21% |
| Confusion Resistance | 0% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Poison Resistance | 19% |
| Knockback Resistance | 71% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 160 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.0)Penalty : Fractured Sanity: -17% Mind Resistance, -23% Confusion Immunity Power 1+: Unleashed: +21% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 90% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.8% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Eilinuwe the black crystal 9% Received damage reduction against: - Crystal |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 10. Mobile Defense |
| detrimental effect | Appearance changed to an horror, everything is hostile to it. Horrific Display |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 33 mind and 35 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 52 Mind damage, and deal 55 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| detrimental effect | Doof is writhing in agony, suffering from 28 to 141 damage over 5 turns. Agony |
| beneficial effect | A flow of life spins around the target, regenerating 33.48 life per turn. Regeneration |
| beneficial effect | The target is rampaging! (+99% movement speed, +20% attack speed, +20% mind speed, +14% physical damage, +7 physical save, +7 mental save, 19/19 damage shrugged off this turn) Rampaging |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Strength and Willpower are increased by 1. Poisons and diseases have a 8% chance of being neutralized each turn. Cursed Form |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +5% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Stalking Eilinuwe the black crystal. Bonus level 2: +9 accuracy, +11% melee damage, +1.00 hate/turn prey was hit. Stalking 548/937 +2 |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 6. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed minotaur nose. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Malarominik (Misfortune) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +3.0% Physical power: +10 (+4 eff.) Armour: +1 Changes stats: +4 Str / +3 Wil / +3 Cun / +1 Con Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
| Light source | Ravensnake the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes stats: +1 Dex Changes resistances: +3% nature Changes damage: +3% darkness / +6% physical Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Light radius: +3 Healing mod.: +12% 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 | Cloud Caller (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Misfortune It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.32 to 129.96 lightning damage (86.64 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Sludgegrip (Misfortune) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves are coated with a thick, green liquid. |
| Tool | Obsidiantooth the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 2 darkness Changes stats: +1 Str / +2 Cun Changes resistances: +3% cold Changes damage: +9% lightning / +3% darkness Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Curse of Madness Rings make your fingers look great! |
| On fingers | copper ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Madness Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
| In main hand | Gatira the iron waraxe (Shrouds) (13-18 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +20 mind When wielded/worn: Changes resistances penetration: +5% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Infravision radius: +3 Curse of Shrouds One-handed war axes. |
| Around waist | rough leather belt 'Nerona' (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes resistances: +5% blight / +3% cold / +3% light Knockback immunity: +10% Life regen: +4.00 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
| In off hand | Xanerin (Madness) (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind 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: Effects on melee hit: * 10% chance to slow global speed by 53% Changes resistances: +9% blight / +6% lightning Changes damage: +3% nature Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Disease immunity: +14% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +1.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +5% Curse of Madness 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. |
| Cloak | Beliharatir the Woewinnow (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 4 mind Changes stats: +1 Str / +2 Con Changes resistances: +3% mind / +3% darkness Changes resistances penetration: +10% darkness Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (Madness) (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +4.50 Maximum life: +34.00 Healing mod.: +11% Curse of Madness A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% 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. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.Chargebiter the mossy mindstar (Nightmares) (2-2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +4 fire Damage (radius 2) on crit: +8 lightning When wielded/worn: Damage (Melee): 4 mind / 5 darkness Damage when hit (Melee): 6 mind Changes resistances penetration: +25% mind Changes damage: +3% mind / +2% darkness Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. |
This item will automatically be transmogrified when you leave the level.ranger's rough leather sling of cold (Misfortune) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +7 cold When wielded/worn: Changes stats: +2 Dex Changes damage: +8% cold Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pair of iron boots (Corpses) (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic iron gauntlets of dexterity (+3) (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +4 Fatigue: +1% Changes stats: +3 Dex Mental save: +5 (+3 eff.) Maximum life: +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Gorydig the Blindstun (Nightmares) (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: +3 Str / +3 Con Changes resistances penetration: +5% light Infravision radius: +1 Curse of Nightmares A cap made of leather. |
Xaba the iron helm (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +2 Str Changes resistances: +8% cold Allows you to breathe in: water Psi when hit: +0.08 Maximum hate: +10.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.ethereal brass lantern Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Spellpower: +6 (+6 eff.) Light radius: +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. |
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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Doof the Cornac Cursed level 10
1st Mirth 122nd year of Ascendancy at 11:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Doof the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 04:47 see stats
Log
Doof starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Doof hits Bloated horror for 11 lightning damage.
Doof hits Eilinuwe the black crystal for 15 lightning damage.
Bloated horror uses Agony.
Bloated horror's mind surges with critical power!
Doof harrows bloated horror!
Doof is writhing in agony!
Curse of Nightmares hits Bloated horror for 11 mind, 24 darkness (36 total damage).
Doof has shrugged off 19 damage and is ready for more.
Agony from Bloated horror hits Doof for (19 rampage shugs off), 10 mind (10 total damage).
Mindrot hits Eilinuwe the black crystal for 1 mind, 8 darkness (11 total damage).
Mindrot hits Bloated horror for 3 mind, 3 darkness (7 total damage).
Mindrot hits Black bear for 4 mind, 5 darkness (10 total damage).
Eilinuwe the black crystal loses 3 health to the entropy.
Porolle the fire drake hatchling casts Shed Skin.
A shield forms around Porolle the fire drake hatchling.
Porolle the fire drake hatchling shoves Something aside.
Eilinuwe the black crystal casts Netherblast.
Doof hits Fire drake hatchling for 18 lightning damage.
Doof hits Black bear for 18 lightning damage.
Doof hits Bloated horror for 11 lightning damage.
Doof hits Eilinuwe the black crystal for 15 lightning damage.
Doof uses Dominate.
Eilinuwe the black crystal shrugs off Doof's 'Dominated'!
Bloated horror uses Mind Sear.
Doof's mania hastens cooldowns.
Bloated horror hits Doof for 175 mind damage.
Doof hits Eilinuwe the black crystal for 35 physical, 5 nature, 16 mind, 18 mind (75 total damage).






































































