










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! 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 | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 16 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Xanessra the corrupted protoplasmic controller at level 16 on the 14th Dusk 122nd year of Ascendancy at 12:44 / 1 |
Primary Stats
| Strength | 55 (base 36) |
| Dexterity | 21 (base 11) |
| Constitution | 47 (base 40) |
| Magic | 18 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | -134/576 |
| Stamina | 155/196 |
| Healing Factor | 1.2623364354647 |
| Regeneration | 8.4052742753489 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 13 |
| See Stealth | 25.082562303769 |
| See Invisible | 43.082562303769 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 33 |
| Crit Chance | 23% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 36.08934837382 (81.151787968034%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 22 |
| Physical Save | 33 |
| Spell Save | 32 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 21%( 70%) |
| Cold | + 19%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 12%( 70%) |
| Lightning | + 30%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 26% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
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 278 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by cutpurse. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 warg claw. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
Equipment
| On feet | traveler's pair of iron boots of tirelessness (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% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | RunylerathPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +12% lightning / +6% fire / +3% cold Disarm immunity: +10% Pinning immunity: +10% Maximum psi: +10.00 Mental crit. chance: +2% Light radius: +3 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 | Rimeweeper the iron helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Con Changes resistances penetration: +5% cold Infravision radius: +2 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 | gold ring 'Ulyrim'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +18 (+9 eff.) Fatigue: -6% Changes stats: +4 Cun / +2 Dex Changes resistances: +14% acid / +17% fire / +13% lightning / +10% cold Changes damage: +3% physical Maximum encumbrance: +23 Stamina each turn: +3.00 Rings make your fingers look great! |
| On fingers | CuthudunarabInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +5% mind Reduces incoming crit damage: 15.00% Mental save: +7 (+3 eff.) Confusion immunity: +26% Light radius: +3 Infravision radius: +1 See invisible: +6 Rings make your fingers look great! |
| Around waist | noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% blight Damage against: +17% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | enhanced steel greatmaul of crippling (32-47 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Str / +7 Dex / +7 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +10% blight Massive two-handed mauls. It was hardened by the digestive sack. |
| On hands | dwarven-steel gauntlets 'Adylle' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 light Changes stats: +2 Cun Changes resistances: +3% nature / +5% light / +6% darkness Changes damage: +3% light Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disease immunity: +20% Disarm immunity: +20% Infravision radius: +3 See invisible: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable iron plate armour of command (5 def, 15 armour)Requires: - Massive armour training - Strength 22 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+3 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
This item will automatically be transmogrified when you leave the level.mule's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.iron greatmaul of vileness (21-32 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): +9 blight Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.mossy mindstar 'Glintstone' (3-3 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: 3.0 - 3.3 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 (Melee): +12 light / +12 physical When wielded/worn: Armour: +6 Changes stats: +4 Dex / +2 Wil / +2 Cun Changes resistances: +2% physical Changes resistances penetration: +2% physical Changes damage: +3% physical Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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.Wretchfist the rough leather sling Requires: - Dexterity 11 - Talent Shoot 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: +6 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +8 Ammo reloads per turn: +2 Damage when hit (Melee): 4 nature Changes stats: +1 Str Changes resistances: +3% nature Changes damage: +12% arcane Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.thought-forged steel waraxe of daylight (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 17 Damage (Melee): +8 mind / +7 light Damage against: +5% Undead When wielded/worn: Changes stats: +2 Cun / +1 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level.linen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +12% physical / +12% fire / +10% cold / +7% all Changes damage: +5% acid / +6% physical / +5% fire / +5% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves 'Glorebretha' (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +14 (+5 eff.) Armour: +2 Changes stats: +4 Str / +1 Dex Changes resistances: +9% mind Mental save: +6 (+3 eff.) Pinning immunity: +20% Stamina each turn: +2.00 Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Nightravage of the Blightspawn (19 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +19 (+9 eff.) Fatigue: +1% Effects when hit in melee: * 22% chance to reduce strength, dexterity, and constitution by 13 * 24% chance to reduce damage dealt by 14% Changes stats: +4 Str Changes resistances: +6% lightning / +6% temporal / +6% light / +3% all Physical save: +9 (+5 eff.) Healing mod.: +5% 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 141.2 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 cap made of leather. |
This item will automatically be transmogrified when you leave the level.miner's rough leather cap of strength (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Str Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire / +11% light / +12% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel plate armour 'Hellborn' (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +18% lightning / +12% darkness Changes damage: +12% fire Reduces incoming crit damage: 10.00% Physical save: +12 (+6 eff.) Mental crit. chance: +3% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows of grasping (19/19, 22-30 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 89 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
aquamarine0.00 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. |
4 opal0.00 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Toigrma the Higher Berserker level 15
1st Dusk 122nd year of Ascendancy at 20:29 see stats
Level 10 (Roguelike)
Got a character to level 10.By Toigrma the Higher Berserker level 10
1st Mirth 122nd year of Ascendancy at 14:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Toigrma the Higher Berserker level 9
79th Pyre 122nd year of Ascendancy at 09:14 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Toigrma the Higher Berserker level 15
2nd Dusk 122nd year of Ascendancy at 01:05 see stats
Log
Corrupted acidic digestor's acid area effect hits Xanessra the corrupted protoplasmic controller for 16 acid damage.
Corrupted acidic digestor's acid area effect hits Toigrma for 11 acid damage.
Corrupted acidic digestor's acid area effect hits Corrupted acidic digestor for 7 acid damage.
Toigrma's aura of power vanishes.
Talent Stunning Blow is ready to use.
Xanessra the corrupted protoplasmic controller has finished recovering.
Corrupted acidic digestor misses Toigrma.
Toigrma hits Xanessra the corrupted protoplasmic controller for 54 physical, 5 light (59 total damage).
Xanessra the corrupted protoplasmic controller uses Shield Pummel.
Toigrma is stunned!
Xanessra the corrupted protoplasmic controller hits Toigrma for 47 physical, 15 physical, 43 physical, 15 physical (120 total damage).
Melee retaliation hits Xanessra the corrupted protoplasmic controller for 7 fire, 7 fire (13 total damage).
Corrupted acidic digestor misses Toigrma.
Toigrma uses Fearless Cleave.
Toigrma hits Corrupted acidic digestor for 54 physical, 2 light (56 total damage).
Toigrma hits Xanessra the corrupted protoplasmic controller for 21 physical, 2 light (23 total damage).
Xanessra the corrupted protoplasmic controller uses Block.
Talent Dig is ready to use.
Talent Stunning Blow is ready to use.
Talent Warshout is ready to use.
Corrupted acidic digestor misses Toigrma.
Toigrma hits Corrupted acidic digestor for 50 physical, 3 light (52 total damage).
Shards of metal explode from Xanessra the corrupted protoplasmic controller's shield!
Xanessra the corrupted protoplasmic controller hits Toigrma for 74 physical, 33 physical (107 total damage).
Melee retaliation hits Xanessra the corrupted protoplasmic controller for (3 blocked), 0 fire (0 total damage).
Toigrma the level 16 higher berserker was squished to death by Xanessra the corrupted protoplasmic controller on level 1 of inside a giant tentacle.
Toigrma no longer revels in blood quite so much.










































































