











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 | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 19 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Emolle the giant netherworm at level 19 on the 3rd Haze 122nd year of Ascendancy at 13:07 / 1 |
Primary Stats
| Strength | 36 (base 35) |
| Dexterity | 15 (base 10) |
| Constitution | 35 (base 18) |
| Magic | 59 (base 30) |
| Willpower | 23 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -104/551 |
| Positive | 1/104 |
| Stamina | 167/186 |
| Healing Factor | 1.3216660017318 |
| Regeneration | 1.6520825021647 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 42 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +12% |
| Mind | +6% |
| All | 0% |
| Darkness | +10% |
| Light | +47% |
| Lightning | +12% |
| Fire | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Physical | +7% |
| Darkness | +10% |
| Light | +45% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 19 |
| Physical Save | 31 |
| Spell Save | 37 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Acid | + 18%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 10%( 70%) |
| Blight | + 10%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 15%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 10% |
| Disarm Resistance | 0% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 395 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Infusions | Effective talent level: 1.0 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 216 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic 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 Magic by +5. | done |
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 Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 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 | Eariromilach the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +7% physical Changes damage: +3% mind / +12% physical Critical mult.: +10.00% Mental save: +9 (+5 eff.) Mindpower: +13 (+6 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Satyrreign'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances penetration: +10% mind Changes damage: +3% nature Stamina each turn: +1.00 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 | Duskwrecker the iron helm (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 light Changes stats: +2 Cun Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +3% acid Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | spellstreaming dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Mana each turn: +0.14 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | soothing elm totem of healing [power 110] (10/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 19 light Changes stats: +2 Mag Changes damage: +12% light Physical save: +9 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Hettyyatir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% temporal / +20% light Changes damage: +10% light Cut immunity: +10% Rings make your fingers look great! |
| Around neck | Ulfulekath the NoontrailPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 8 light / 12 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 16% * 9% chance to blind Changes resistances: +9% fire / +10% light / +19% darkness Changes resistances penetration: +25% light Changes damage: +3% fire / +5% light / +10% darkness Physical save: +10 (+5 eff.) Spell save: +20 (+8 eff.) Mental save: +15 (+8 eff.) Blindness immunity: +31% Amulets make your neck look great! |
| In main hand | Lightningwar (26-36 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +8 physical When wielded/worn: Physical power: +15 (+5 eff.) Damage when hit (Melee): 4 lightning Changes stats: +10 Con / +6 Wil Changes resistances: +6% acid Stamina each turn: +3.00 Only die when reaching: -20.00 life Maximum life: +40.00 Sharp, long, and deadly. |
| Around waist | Obsidianterror the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 darkness Changes resistances: +6% acid Changes resistances penetration: +20% light Life regen: +1.00 Healing mod.: +13% A belt that goes around your waist. |
| In off hand | steel shield 'Glitterstalker' (0 def, 4 armour, 16-19 power, 42.5 block)Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +16 light When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 7% chance to reduce all saves and defense by 19 Effects when hit in melee: * 10% chance to reduce all saves and defense by 19 Changes stats: +3 Str Changes resistances: +3% mind Changes damage: +9% light / +3% mind Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Cuthidor (6 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Dex / +3 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xanovea the Blastquench (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +15 (+8 eff.) Damage when hit (Melee): 2 light Changes stats: +3 Dex Changes resistances: +16% light / +7% all Changes damage: +11% light / +12% lightning Only die when reaching: -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the titan (absorb 215; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 215 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Neryth the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% acid / +1% physical / +3% blight Physical save: +3 (+2 eff.) Cut immunity: +50% Knockback immunity: +20% Only die when reaching: -60.00 life Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
PorettaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% acid Changes resistances penetration: +15% mind Spell save: +16 (+6 eff.) Pinning immunity: +10% Size category: +1 A belt that goes around your waist. |
Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Zubura (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 2 blight Changes resistances penetration: +10% arcane / +5% acid Changes damage: +6% acid / +6% blight Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Prismspike the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Physical power: +5 (+1 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +4 Str Changes resistances: +6% acid / +6% fire Changes damage: +5% acid Light radius: +3 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. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
5 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. |
Galurohad the Morningquake (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 2 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes resistances penetration: +20% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
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. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kris the Shalore Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 15:36 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Kris the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kris the Shalore Sun Paladin level 11
7th Mirth 122nd year of Ascendancy at 04:31 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Kris the Shalore Sun Paladin level 17
71st Dusk 122nd year of Ascendancy at 19:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kris the Shalore Sun Paladin level 12
10th Mirth 122nd year of Ascendancy at 19:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kris the Shalore Sun Paladin level 16
58th Dusk 122nd year of Ascendancy at 18:08 see stats
Log
Emolle the giant netherworm hits Netherworm mass for (78 absorbed), 62 fire (62 total damage).
Emolle the giant netherworm hits Netherworm mass for (45 absorbed), 144 fire (144 total damage).
Emolle the giant netherworm hits Kris for (26 absorbed), 0 fire (0 total damage).
Emolle the giant netherworm receives 224 healing from Netherworm mass.
Emolle the giant netherworm receives 97 healing from Netherworm mass.
Emolle the giant netherworm loses 28 health to the entropy.
Netherworm mass duplicates the healing forces to Emolle the giant netherworm!
Netherworm mass duplicates the healing forces to Emolle the giant netherworm!
Netherworm mass duplicates the healing forces to Emolle the giant netherworm!
Netherworm mass duplicates the healing forces to Emolle the giant netherworm!
Netherworm mass duplicates the healing forces to Emolle the giant netherworm!
Netherworm mass misses Kris.
Netherworm mass leeches life from Kris!
Netherworm mass leeches life from Kris!
Shield of Light hits Kris for 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [75 healing].
Netherworm mass hits Emolle the giant netherworm for 39 healing, 32 healing (0 total damage) [71 healing].
Netherworm mass hits Kris for 25 temporal, 20 darkness (46 total damage).
Netherworm mass hits Emolle the giant netherworm for 71 healing, 57 healing, 36 healing (0 total damage) [163 healing].
Netherworm mass hits Kris for 45 temporal, 37 darkness, 23 darkness (105 total damage).
Melee retaliation hits Netherworm mass for 3 lightning, 4 light, 1 physical, 1 darkness, 3 lightning, 4 light, 1 physical, 1 darkness (18 total damage).
Melee retaliation hits Netherworm mass for 3 lightning, 4 light, 1 physical, 1 darkness (9 total damage).
Kris hits Netherworm mass for 61 healing, 49 healing, 31 healing (0 total damage) [140 healing].
Kris hits Netherworm mass for 34 healing, 27 healing (0 total damage) [61 healing].
Emolle the giant netherworm performs a melee critical strike against Kris!
Emolle the giant netherworm is weakened by the darkness!
Emolle the giant netherworm leeches life from Kris!
Emolle the giant netherworm hits Kris for 136 physical, 3 cold, 5 mind, 58 physical (202 total damage).
Melee retaliation hits Emolle the giant netherworm for 0 lightning, 0 light, (1 absorbed), 0 physical, 0 darkness, 0 lightning, 0 light, (1 absorbed), 0 physical, 0 darkness (0 total damage).
Emolle the giant netherworm receives 152 healing from Kris.
Kris the level 19 shalore sun paladin was hacked apart to death by Emolle the giant netherworm on level 3 of Borehir.


















































































