










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 24 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 24 on the 65th Regrowth 123rd year of Ascendancy at 20:41 / 1 |
Primary Stats
| Strength | 70 (base 48) |
| Dexterity | 85 (base 54) |
| Constitution | 26 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 21 (base 12) |
Resources
| Life | -36/549 |
| Stamina | 51/209 |
| Healing Factor | 1.3816586254954 |
| Regeneration | 16.925318162319 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 11 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 72 |
| Crit Chance | 7% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Mind | +5% |
| Physical | +5% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 14 (69.687909656376%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 14 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 23%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 36%( 70%) |
| Fire | + 23%( 70%) |
| Lightning | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
Inscriptions (3/3)
| 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 354 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 272 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity 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 fire 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 38. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Anyyarin the Bogoracle (10 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Changes resistances: +6% lightning / +6% temporal / +3% light / +12% fire Physical save: +6 (+2 eff.) A pair of boots made of leather. |
| Quiver | Nimbuswedge (24/24, 43-60 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 When this weapon hits: Curse of Defenselessness (20% chance level 4). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 8 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +4 lightning Damage (radius 1) on hit: +12 lightning / +20 blight Arrows are used with bows to pierce your foes to death. |
| Light source | BetolewynInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Con Changes resistances: +7% blight Physical save: +23 (+8 eff.) Mental save: +8 (+4 eff.) Life regen: +6.00 Light radius: +4 See stealth: +11 See invisible: +7 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Samolathadig' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +2 Dex / +4 Wil / +4 Con Infravision radius: +3 A cap made of leather. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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 | gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +6 Con Rings make your fingers look great! |
| On fingers | copper onyx ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Life regen: +6.00 Maximum life: +47.00 Healing mod.: +11% Rings make your fingers look great! |
| Around waist | Ereliromigorn the SplendourwrackCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +2 Str Stealth bonus: +5 Physical save: +3 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
| In main hand | Drofast the WildmonsterRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Travel speed: +200% Damage (Ranged): +20 lightning / +8 nature When wielded/worn: Armour penetration: +5 Ammo reloads per turn: +2 Changes damage: +15% lightning Stamina each turn: +2.00 Longbows are used to shoot arrows at your foes. |
| On hands | storm hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +2 Damage (Melee): 7 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +3% 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. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 25.76 to 32.20 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +1 Dex Changes resistances: +10% darkness / +21% temporal Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
gold onyx ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +7 Wil / +9 Cun / +3 Con Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.wyrm's thorny mindstar of gales (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +15 (+4 eff.) Damage (Melee): 5 lightning / 4 physical / 5 fire / 5 acid / 3 cold Changes resistances: +5% lightning / +4% physical / +4% cold / +2% fire / +5% acid Changes damage: +6% lightning / +7% cold / +7% physical Talent granted: +1 Attune Mindstar Pinning immunity: +23% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
Cyroda the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% temporal / +3% fire / +5% arcane / +11% darkness Changes resistances penetration: +7% darkness Changes damage: +9% darkness Stealth bonus: +7 Silence immunity: +20% Only die when reaching: -60.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardkill (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Changes stats: +3 Str Changes resistances: +9% cold Changes damage: +3% temporal Reduces incoming crit damage: 5.00% Infravision radius: +3 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
marauder's cured leather armour of Eyal (9 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Fatigue: +7% Changes stats: +5 Str / +4 Dex Physical save: +7 (+2 eff.) Life regen: +1.00 Maximum life: +37.00 Healing mod.: +10% A suit of armour made of leather. |
8 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. |
6 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. |
9 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Growthmalice (dig speed 27 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 10 mind Changes stats: +2 Str Changes resistances: +12% nature / +12% lightning Changes damage: +17% nature / +9% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
5 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. |
8 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. |
7 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. |
12 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Bowie McBowface the Cornac Archer level 14
70th Dusk 122nd year of Ascendancy at 09:55 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Bowie McBowface the Cornac Archer level 14
36th Haze 122nd year of Ascendancy at 03:18 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Bowie McBowface the Cornac Archer level 19
16th Regrowth 123rd year of Ascendancy at 23:57 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bowie McBowface the Cornac Archer level 24
57th Regrowth 123rd year of Ascendancy at 13:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bowie McBowface the Cornac Archer level 18
58th Haze 122nd year of Ascendancy at 19:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bowie McBowface the Cornac Archer level 10
40th Dusk 122nd year of Ascendancy at 15:59 see stats
Level 20 (Roguelike)
Got a character to level 20.By Bowie McBowface the Cornac Archer level 20
17th Regrowth 123rd year of Ascendancy at 00:32 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Bowie McBowface the Cornac Archer level 18
60th Haze 122nd year of Ascendancy at 01:17 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Bowie McBowface the Cornac Archer level 17
57th Haze 122nd year of Ascendancy at 18:15 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Bowie McBowface the Cornac Archer level 7
1st Mirth 122nd year of Ascendancy at 15:05 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Bowie McBowface the Cornac Archer level 23
54th Regrowth 123rd year of Ascendancy at 16:19 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Bowie McBowface the Cornac Archer level 9
1st Summertide 122nd year of Ascendancy at 10:12 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Bowie McBowface the Cornac Archer level 14
70th Dusk 122nd year of Ascendancy at 21:28 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Bowie McBowface the Cornac Archer level 19
15th Regrowth 123rd year of Ascendancy at 14:13 see stats
Log
Grand Corruptor is no longer cursed.
Grand Corruptor is not stunned anymore.
Bowie McBowface damages himself through Martyrdom!
Bleeding from Bowie McBowface hits Grand Corruptor for 27 physical damage.
Grand Corruptor hits Bowie McBowface for 1 physical damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Bone Spear.
Bowie McBowface reacts to damage from Grand Corruptor, mitigating the blow!.
Grand Corruptor hits Bowie McBowface for (105 reacted , -5 stam), 207 physical (207 total damage).
Grand Corruptor receives 110 healing.
Bowie McBowface reacts to damage from Grand Corruptor, mitigating the blow!.
Lava floor burns Bowie McBowface!
Grand Corruptor hits Bowie McBowface for (35 reacted , -5 stam), 69 fire (69 total damage).
Bowie McBowface is dazed!
Bowie McBowface is no longer evading attacks.
Decrepitude Disease from Grand Corruptor hits Bowie McBowface for 43 blight damage.
Bowie McBowface is not dazed anymore.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Cyst Burst.
Bowie McBowface damages himself through Martyrdom!
Bleeding from Bowie McBowface hits Grand Corruptor for 14 physical damage.
Grand Corruptor hits Bowie McBowface for 1 physical, 69 blight (70 total damage).
Grand Corruptor receives 110 healing.
Bowie McBowface reacts to damage from Grand Corruptor, mitigating the blow!.
Grand Corruptor deactivates Fearscape.
Lava floor burns Bowie McBowface!
Grand Corruptor hits Bowie McBowface for (33 reacted , -5 stam), 70 fire (70 total damage).
Bowie McBowface the level 24 cornac archer was burnt to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!













































































