









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 27 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 27 on the 25th Regrowth 123rd year of Ascendancy at 16:13 / 1 |
Primary Stats
| Strength | 46 (base 14) |
| Dexterity | 70 (base 51) |
| Constitution | 63 (base 14) |
| Magic | 19 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 72 (base 54) |
Resources
| Life | -45/895 |
| Mana | 191/311 |
| Stamina | 142/241 |
| Healing Factor | 1.5846192134509 |
| Regeneration | 14.657727724421 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Barehand
| Damage | 113 |
| Accuracy | 65 |
| Crit Chance | 25% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +27% |
| All | +17% |
| Physical | +23% |
| Mind | +26% |
| Nature | +28% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 45 (58.820288914498%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 27 |
| Mental Save | 43 |
Defense: Resistances
| Arcane | + 35%( 70%) |
| Cold | + 43%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 31%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Confusion Resistance | 9% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Silence Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 655% 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: 2.5 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity 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 Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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 heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Sunwinnow (0 def, 18 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +18 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +3% cold / +4% physical Changes resistances penetration: +10% light Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Dairezilayon (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 9 nature Changes stats: +7 Con Changes resistances: +8% nature / +6% darkness Changes resistances penetration: +10% acid Changes damage: +11% nature Poison immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +4.00 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +13 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Arilaith the Moldfury (6 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +6 Dex / +4 Cun / +3 Con Changes resistances: +9% lightning / +3% cold / +15% darkness / +12% temporal Changes resistances penetration: +5% nature Physical save: +9 (+5 eff.) Mental save: +6 (+2 eff.) Infravision radius: +4 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. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
| On fingers | Toruroddarim the CoalfuryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +4 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Cun Changes resistances: +9% darkness Changes damage: +6% physical Maximum stamina: +20.00 Rings make your fingers look great! |
| On fingers | painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes damage: +5% all Life regen: +5.00 Maximum life: +57.00 Spellpower: +7 (+4 eff.) Mindpower: +9 (+4 eff.) Healing mod.: +14% Rings make your fingers look great! |
| Around neck | The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (130). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| Main armor | Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+10 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+8 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| 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.(70 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Emywyn (17 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +5 (+1 eff.) Armour: +6 Defense: +17 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 8 physical Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +50.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | VeloraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Dex / +3 Mag / +4 Cun Changes resistances: +6% fire / +6% cold Changes damage: +9% mind A belt that goes around your waist. |
Inventory
grounding steel amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 20% * 6% chance to blind Changes resistances: +14% lightning Changes damage: +6% light / +5% darkness Stun/Freeze immunity: +20% Amulets make your neck look great! |
insulating stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Changes resistances: +24% fire / +18% cold Critical mult.: +12.00% Amulets make your neck look great! |
steel quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +8 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
elven-silk cloak 'Gewe' (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Defense: +13 (+4 eff.) Fatigue: -7% Changes damage: +3% blight Critical mult.: +15.00% Physical save: +11 (+5 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+3 eff.) Confusion immunity: +35% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +9% blight / +11% all Life regen: +2.60 Maximum life: +45.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +9% darkness / +13% physical Changes damage: +16% darkness / +13% physical Maximum hate: +8.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloryda the Floebane (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% fire / +3% light / +23% cold Changes damage: +9% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Khelikor the Morningpulverizer (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 26% Damage when hit (Melee): 8 light Changes resistances: +12% nature Changes damage: +18% acid / +6% nature / +15% light Silence immunity: +32% Confusion immunity: +37% Stun/Freeze immunity: +28% Light radius: +3 A pair of boots made of leather. |
Crystalline Dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 It is part of a set of items. When wielded/worn: Physical power: +12 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+6 eff.) When used to modify unarmed attacks: Base power: 22.9 - 32.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage conversion: 100% arcane It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
Lightresolve the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Changes resistances: +6% light Reduces incoming crit damage: 5.00% Blindness immunity: +20% Confusion immunity: +10% Pinning immunity: +10% When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Polanne the Pyreire (4 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +18 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid / +6% physical / +9% light / +15% fire / +9% lightning / +25% cold Allows you to breathe in: water Disarm immunity: +10% Life regen: +3.20 Stamina each turn: +1.30 Only die when reaching: -80.00 life A suit of armour made of mail. |
impenetrable stralite mail armour of the deep (4 def, 20 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +9% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
Elyldamira (12 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +11% physical Changes resistances penetration: +10% physical Physical save: +20 (+8 eff.) Disease immunity: +20% Disarm immunity: +20% Maximum life: +60.00 A suit of armour made of leather. |
67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of deeplife (dig speed 21 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Armorand' (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Fatigue: -5% Changes stats: +3 Str Changes resistances: +9% acid Changes resistances penetration: +5% physical Stamina each turn: +3.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.00 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
piercing elven-wood totem of stinging [power 356] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 455 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rik the Cornac Brawler level 16
25th Dusk 122nd year of Ascendancy at 19:43 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rik the Cornac Brawler level 19
51st Dusk 122nd year of Ascendancy at 09:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rik the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 17:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Rik the Cornac Brawler level 20
51st Dusk 122nd year of Ascendancy at 17:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rik the Cornac Brawler level 24
15th Haze 122nd year of Ascendancy at 18:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rik the Cornac Brawler level 11
1st Summertide 122nd year of Ascendancy at 12:48 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rik the Cornac Brawler level 24
5th Allure 123rd year of Ascendancy at 20:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rik the Cornac Brawler level 13
10th Flare 122nd year of Ascendancy at 03:04 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rik the Cornac Brawler level 24
5th Allure 123rd year of Ascendancy at 03:31 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rik the Cornac Brawler level 18
44th Dusk 122nd year of Ascendancy at 11:00 see stats
Log
Rik hits Elven cultist for (109 stormshielded), 0 physical, 10 nature, (16 stormshielded), 0 light (10 total damage).
Decrepitude Disease from Elven cultist hits Rik for (25 flat reduction), 7 blight (7 total damage).
Rik performs a melee critical strike against Elven cultist!
Elven cultist casts Drain.
Rik is afflicted by a rotting disease!
Elven cultist hits Rik for (25 flat reduction), 76 blight (76 total damage).
Rik hits Elven cultist for (165 stormshielded), 0 physical, 10 nature, (16 stormshielded), 0 light, (14 stormshielded), 0 nature (10 total damage).
Rotting Disease from Elven cultist hits Rik for (25 flat reduction), 6 blight (7 total damage).
Decrepitude Disease from Elven cultist hits Rik for (25 flat reduction), 7 blight (7 total damage).
Rik performs a melee critical strike against Elven cultist!
Elven cultist's stormshield is out of charges and dissipates!.
Elven cultist's storm dissipates.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Rik speeds up.
Rik hits Elven cultist for (154 stormshielded), 0 physical, 10 nature, (16 stormshielded), 0 light, 14 nature (25 total damage).
Rik is recovering from the damage!
Elven cultist's Soul Rot hits Rik for (25 flat reduction), 268 blight (269 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Rik uses Infusion: Regeneration.
Rik starts regenerating health quickly.
Rik slows down.
Elven cultist uses his torque!
Elven cultist hits Rik for (25 flat reduction), 388 physical (389 total damage).
Rik the level 27 cornac brawler was smashed to death by an elven cultist on level 5 of Dark crypt.


















































































