










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! 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: 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 | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 28 / 52% |
Size | medium |
Lifes / Deaths | Killed by Eilinynn the ogre guard at level 28 on the 2nd Haze 122nd year of Ascendancy at 21:43 / 2Killed by Eilinynn the ogre guard at level 28 on the 2nd Haze 122nd year of Ascendancy at 22:01 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 35 (base 10) |
Constitution | 14 (base 10) |
Magic | 10 (base 10) |
Willpower | 81 (base 53) |
Cunning | 94 (base 60) |
Resources
Life | -148/606 |
Hate | 110/121 |
Equilibrium | 30 |
Psi | 171/171 |
Healing Factor | 0.2618534841047 |
Regeneration | 25.368661877572 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +73.157204902297% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 62 |
Accuracy | 46 |
Crit Chance | 32% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 46 |
Crit Chance | 32% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +16% |
Arcane | +19% |
Cold | +23% |
All | +13% |
Lightning | +25% |
Temporal | +37% |
Physical | +23% |
Darkness | +23% |
Mind | +54% |
Nature | +19% |
Offense: Damage Penetration
Darkness | +9% |
Temporal | +20% |
Physical | +10% |
Mind | +19% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 15 (48.304188961773%) |
Defense | 40 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 26 |
Mental Save | 49 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 43%( 70%) |
All | + 30%( 70%) |
Physical | + 38%( 70%) |
Lightning | + 70%( 70%) |
Light | + 35%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 37%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 30%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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 355 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Gesture of Pain |
talent | Call Shadows |
talent | Antimagic Shield |
detrimental effect | Reduces global action speed by 36%. Slow |
beneficial effect | Guarding against melee damage: Will dismiss up to 22 damage from the next 2.1 attack(s) with a 7% chance to counterattack. Guarded |
detrimental effect | The target is poisoned, taking 62.86 nature damage per turn. Poison |
beneficial effect | The target ignores pain, reducing all damage taken by 21%. Pain Suppression |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | You gain 26% resistance against nature and lightning. Resolve |
detrimental effect | The target is poisoned, taking 71.29 nature damage per turn. Healing received is reduced by 89%. Damage dealt is reduced by 29%. Deadly Poison |
detrimental effect | Huge cut that bleeds, doing 108.29 physical damage per turn. Bleeding |
beneficial effect | A flow of life spins around the target, regenerating 71.08 life per turn. Regeneration |
beneficial effect | Doof is feeding from Eilinynn the ogre guard. Feeding |
beneficial effect | An unseen force strikes from 3 to 4 targets in a range of 5 around this creature every turn, doing 166 damage and knocking them back for 2 tiles. Unseen Force |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Ce'Nissra the bee swarm. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by Vorann the giant ice ant. Escort: repented thief (level 3 of Old Forest) | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 85. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +5% arcane Changes damage: +6% arcane Critical mult.: +10.00% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Maximum hate: +2.00 Mindpower: +10 (+2 eff.) Curse of Misfortune A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex Changes damage: +6% nature Mental save: +18 (+6 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum mana: +40.00 Maximum hate: +8.00 Spellpower: +15 (+8 eff.) Mindpower: +15 (+3 eff.) Curse of Shrouds A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage (Melee): 13 cold Changes stats: +2 Cun / +2 Wil Changes resistances: +10% cold Changes resistances penetration: +20% temporal Changes damage: +24% temporal / +9% mind / +10% cold Equilibrium when hit: +0.28 Mental crit. chance: +2% 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. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Cun / +2 Str Changes resistances: +6% blight / +3% temporal / +9% cold Maximum hate: +4.00 Mindpower: +5 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mindpower: +7 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Life regen: +9.00 Maximum life: +59.00 Mindpower: +5 (+1 eff.) Healing mod.: +12% Curse of Madness Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +4 Con Changes damage: +3% blight Talent mastery: +0.20 Cursed / Force of will Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Curse of Nightmares Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 acid Changes resistances: +9% acid Changes resistances penetration: +10% acid / +9% mind / +9% darkness Changes damage: +9% acid / +12% mind / +10% darkness Talent granted: +1 Attune Mindstar Life regen: +3.00 Maximum hate: +7.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 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: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Shrouds It can be used to release a wave of psionic power, dealing 213.96 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Cun Critical mult.: +15.00% Physical save: +14 (+7 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life Maximum stamina: +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness It can be used to send out a range 5 beam of kinetic energy, dealing 51.20 to 64.01 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +3% lightning / +3% fire / +3% light Changes damage: +12% lightning / +3% light Light radius: +3 Curse of Nightmares Rings make your fingers look great! |
![]() dwarven-steel greatsword 'Phoenixstone' (Shrouds) (35-56 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +17 darkness / +20 fire Damage against: +19% Living When wielded/worn: Damage when hit (Melee): 6 light / 6 fire Changes resistances: +30% fire Changes resistances penetration: +25% lightning Curse of Shrouds Massive two-handed swords. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Changes stats: +4 Str Changes resistances: +5% acid / +5% blight / +3% darkness / +3% lightning Stamina each turn: +1.00 Maximum stamina: +10.00 Curse of Nightmares A belt that goes around your waist. |
![]() insulating pair of hardened leather boots of force (Madness) (0 def, 3 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Changes resistances: +10% cold / +8% fire Spellpower: +7 (+4 eff.) Mindpower: +7 (+1 eff.) Curse of Madness A pair of boots made of leather. |
![]() dwarven-steel helm of ire (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Con Physical save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Doof the Cornac Doomed level 18
27th Dusk 122nd year of Ascendancy at 14:36 see stats
By Doof the Cornac Doomed level 22
70th Dusk 122nd year of Ascendancy at 00:49 see stats
By Doof the Cornac Doomed level 26
79th Dusk 122nd year of Ascendancy at 17:33 see stats
By Doof the Cornac Doomed level 22
70th Dusk 122nd year of Ascendancy at 12:55 see stats
By Doof the Cornac Doomed level 25
74th Dusk 122nd year of Ascendancy at 06:33 see stats
By Doof the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 01:25 see stats
By Doof the Cornac Doomed level 20
65th Dusk 122nd year of Ascendancy at 07:30 see stats
By Doof the Cornac Doomed level 20
66th Dusk 122nd year of Ascendancy at 04:32 see stats
By Doof the Cornac Doomed level 22
69th Dusk 122nd year of Ascendancy at 03:25 see stats
By Doof the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 20:42 see stats
By Doof the Cornac Doomed level 25
74th Dusk 122nd year of Ascendancy at 02:35 see stats
By Doof the Cornac Doomed level 16
16th Dusk 122nd year of Ascendancy at 20:26 see stats
By Doof the Cornac Doomed level 28
2nd Haze 122nd year of Ascendancy at 21:44 see stats
Log
Doof is cured!
Doof lessens the pain.
Doof uses Unseen Force.
An unseen force begins to swirl around Doof!
Eilinynn the ogre guard uses Capacitor Discharge.
Doof lashes back at Eilinynn the ogre guard!
Doof's mind surges with critical power!
Eilinynn the ogre guard has been maligned!
Doof is poisoned!
Doof slows down.
Doof has temporarily forgotten Shadow Transposition for 3 turns!
Doof hits Eilinynn the ogre guard for (109 exoskeleton), 143 mind, (0 exoskeleton), 7 acid, (0 exoskeleton), 11 cold, (0 exoskeleton), 7 acid, (0 exoskeleton), 11 cold (180 total damage).
Melee retaliation hits Eilinynn the ogre guard for (1 exoskeleton), 1 mind (2 total damage).
Eilinynn the ogre guard's Venomous Strike hits Doof for (56 antimagic), 127 nature (127 total damage).
Eilinynn the ogre guard hits Doof for (22 gestured), (20 antimagic), 0 lightning (0 total damage).
Eilinynn the ogre guard was blasted back 2 spaces!
Talent Psiblades is ready to use.
Talent Call Shadows is ready to use.
Talent Shadows Empathy is ready to use.
Doof hits Eilinynn the ogre guard for (62 exoskeleton), 79 physical (80 total damage).
Poison from Eilinynn the ogre guard hits Doof for (26 antimagic), 0 nature (0 total damage).
Bleeding from Eilinynn the ogre guard hits Doof for 58 physical damage.
Deadly Poison from Eilinynn the ogre guard hits Doof for (30 antimagic), 0 nature (0 total damage).
Eilinynn the ogre guard uses Hurricane Shot.
Doof deflects the projectile from Eilinynn the ogre guard but fumbles!
Doof activates Call Shadows.
Doof uses Focus Shadows.
The shadows converge on Eilinynn the ogre guard!
Poison bursts out of Doof's corpse!