









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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Sun Paladin |
| Level / Exp | 16 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Xanorevea the large white snake at level 11 on the 1st Dusk 122nd year of Ascendancy at 16:44 / 2Killed by ritch flamespitter at level 16 on the 13rd Dusk 122nd year of Ascendancy at 20:40 |
Primary Stats
| Strength | 46 (base 42) |
| Dexterity | 24 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 44 (base 34) |
| Willpower | 14 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -88/458 |
| Positive | 45/95 |
| Stamina | 152/155 |
| Healing Factor | 1.1791723257555 |
| Regeneration | 0.29479308143889 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 36 |
| Crit Chance | 10% |
| APR | 25 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +15% |
| Light | +10% |
| Lightning | +6% |
| Mind | +15% |
| Arcane | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 24 (65.65183292883%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Light | + 38%( 70%) |
| Nature | + 38%( 70%) |
| Fire | + 14%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 20%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Confusion Resistance | 69% |
| Blind Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| 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 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Magic stat. |
| 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 366 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 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 failed to protect the lone alchemist from death by Layywe the white wolf. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost tinker from death by bandit. Escort: lost tinker (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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within20 lumberjacks have died. | done |
Equipment
| On feet | Silasethra the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex offense ------ When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 31% * 20% chance to reduce all saves and defense by 18 defense ------ Armor +1 Crit Resistance 5.00% Stealth +6 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hurosin the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Mag +3 Cun +2 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Unlife -80.00 life Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xissra the Airmaim [power 17] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +7 Dex offense ------ Damage +6% lightning defense ------ Resistance +5% arcane Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Flashvault the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +11 (+3 eff.) Mindpower +5 (+2 eff.) Damage +6% fire Ignore resists +15% fire When Hit 2 fire defense ------ Resistance +3% fire Mind save +6 (+3 eff.) Confus Resist +27% Rings make your fingers look great! |
| On fingers | rogue's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
| On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% 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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Zichak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +1 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of magic (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
Inventory
regeneration infusion of the warrior (heal 235; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 187; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 187 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Undeathmarrow the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +5% mind When Hit 4 mind defense ------ Fatigue -4% Life Regen +1.00 other ------- Light +3 Amulets make your neck look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of arcana (+0.13/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.13 Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
balanced iron greatmaul of massacre (28-41 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +28% Massive two-handed mauls. |
Anyrand the iron waraxe (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +15% physical Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Pinning Resist +20% Stun Resist +10% other ------- Max stamina +10.00 One-handed war axes. |
Malondur the rough leather belt =3will=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Str +3 Wil +2 Cun offense ------ Physical Crit +1.0% Critical power +5.00% defense ------ Armor +6 Mind save +6 (+3 eff.) Life +47.00 A belt that goes around your waist. |
Wretchrebel1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +1 Con offense ------ Damage +12% nature Ignore resists +5% nature On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +7% light +5% darkness other ------- See Invisibility +6 A belt that goes around your waist. |
nightruned rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +6% light +5% darkness Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
linen cloak 'Arcblight' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +24% mind Ignore resists +10% lightning When Hit 2 mind defense ------ Defense +1 (+0 eff.) Resistance +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +12.00 Infravision +1 A pair of boots made of leather. |
undeterred pair of iron boots (0 def, 3 armour) =sss=3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +23% Confus Resist +22% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dusklace the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +5.00% Mindpower +20 (+10 eff.) On-Hit 7 lightning Damage +4% lightning +3% darkness Ignore resists +5% mind +15% darkness defense ------ Armor +1 Resistance +5% lightning 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. |
rough leather cap 'Woepython' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +1 Wil +4 Cun offense ------ Ignore resists +10% arcane Ignore Armor +4 When Hit 4 darkness defense ------ Armor +1 Fatigue +1% other ------- Light +2 A cap made of leather. |
shielding linen wizard hat of the mind (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +10% mind defense ------ Defense +1 (+0 eff.) Resistance +10% mind Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Ereligadin the cured leather armour (11 def, 4 armour) =4will=9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Dex +4 Wil +4 Cun +2 Con offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +4 Defense +11 (+5 eff.) Fatigue +7% Resistance +17% acid Physical save +6 (+3 eff.) Mind save +10 (+5 eff.) Life +30.00 A suit of armour made of leather. |
drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Master While equipped: defense ------ Armor +8 Defense +20 (+9 eff.) Fatigue +8% Resistance +17% acid A suit of armour made of leather. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
107 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One =5will=2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
elm totem of healing 'Tundrahacker' [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% cold other ------- See Invisibility +3 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Janna d`Arc the fallen the Cornac Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 06:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Janna d`Arc the fallen the Cornac Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 12:02 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Janna d`Arc the fallen the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 23:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Janna d`Arc the fallen the Cornac Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 04:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Janna d`Arc the fallen the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 16:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Janna d`Arc the fallen the Cornac Sun Paladin level 16
12nd Dusk 122nd year of Ascendancy at 15:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Janna d`Arc the fallen the Cornac Sun Paladin level 11
1st Dusk 122nd year of Ascendancy at 16:44 see stats
Log
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Janna d`Arc the fallen for 68 fire damage.
Xerin the sick giant venus flytrap uses Reproach.
Yvumira the sick treant summons a Ritch Flamespitter!
Xerin the sick giant venus flytrap hits Janna d`Arc the fallen for 57 mind damage.
Islytira the sick giant venus flytrap summons a Ritch Flamespitter!
Talent Wave of Power is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Janna d`Arc the fallen for 68 fire damage.
Ritch flamespitter hits Janna d`Arc the fallen for 64 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Janna d`Arc the fallen for 58 fire damage.
Islytira the sick giant venus flytrap summons a 3-headed hydra!
Janna d`Arc the fallen uses Infusion: Regeneration.
Janna d`Arc the fallen starts regenerating health quickly.
Ritch flamespitter spits flames!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Janna d`Arc the fallen for 49 fire damage.
Ritch flamespitter hits Janna d`Arc the fallen for 64 fire damage.
Islytira the sick giant venus flytrap uses Leaves Tide.
Ritch flamespitter spits flames!
Ritch flamespitter hits Janna d`Arc the fallen for 58 fire damage.
Janna d`Arc the fallen the level 16 cornac sun paladin was blazed to death by a ritch flamespitter on level 1 of Heart of the Gloom.










































































