









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | Cornac |
| Class | Wyrmic |
| Level / Exp | 17 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 10 on the 7th Flare 122nd year of Ascendancy at 11:58 / 2Killed by Betharatha the gigantic gravity worm at level 17 on the 5th Haze 122nd year of Ascendancy at 21:11 |
Primary Stats
| Strength | 59 (base 44) |
| Dexterity | 18 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 51 (base 35) |
| Cunning | 17.6 (base 10) |
Resources
| Life | -44/462 |
| Stamina | 253/264 |
| Equilibrium | 34 |
| Healing Factor | 1.3863874345549 |
| Regeneration | 0.62387434554973 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +12% |
| Cold | +10% |
| Physical | +6% |
Offense: Damage Penetration
| Mind | +5% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 26.65431317588 (74.117647058824%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 28 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 69%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 22%( 70%) |
| Lightning | + 19%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Stun Resistance | 25% |
| Blind Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Ornstein. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by Xanokira the large white snake. Escort: repented thief (level 3 of Norgos Lair) | 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 |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 |
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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed green worm. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]insulating pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) cold / +6%(-) fire Stamina each turn: +0.40 (-) Maximum stamina: +13.00 (-) A pair of boots made of leather. |
| Light source | [vs. Delachak (Light source)]Delachak Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -8% (-) Damage when hit (Melee): 4(-) arcane Changes damage: +12%(-) arcane Mental save: +6 (+2 eff.) (-) Light radius: +3 (-) See stealth: +5 (-) See invisible: +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 | [vs. Umbrafury the linen wizard hat (1 def, 0 armour) (On head)]Umbrafury the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Fatigue: -4% (-) Changes stats: +2(-) Wil Changes resistances: +5%(-) fire / +9%(-) darkness / +6%(-) cold Changes resistances penetration: +20%(-) darkness A pointy cloth hat, very wizardly... |
| Tool | [vs. Arymildamira (dig speed 39 turns) (Tool)]Arymildamira (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -13% (-) Changes stats: +7(-) Str / +1(-) Mag / +3(-) Cun Changes resistances: +3%(-) mind Blindness immunity: +5% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. gladiator's steel ring of frost (+20%) (On fingers, 1 of 2)]gladiator's steel ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) (-) Changes stats: +5(-) Str / +4(-) Con Changes resistances: +20%(-) cold Changes damage: +10%(-) cold Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. gladiator's steel ring of frost (+20%) (On fingers, 1 of 2)]titan's gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-5) Str / +4(-) Con Changes resistances: +0%(-20%) cold Changes damage: +0%(-10%) cold Physical save: +8 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. quick dwarven-steel greatmaul of massacre (50-75 power, 2 apr) (In main hand)]quick dwarven-steel greatmaul of massacre (50-75 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 50.0 - 75.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.5% (-) Attack speed: 111% (-) When wielded/worn: Accuracy: +10 (+3 eff.) (-) Changes stats: +6(-) Dex Massive two-handed mauls. |
| On hands | [vs. rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)]rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) (Main armor)]enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+5 eff.) (-) Fatigue: +24% (-) Changes stats: +3(-) Str / +5(-) Wil / +3(-) Cun / +2(-) Con Changes resistances: +7%(-) acid / +8%(-) physical / +7%(-) cold / +5%(-) fire / +5%(-) lightning Talents cooldown: Rush (-5(-) turns) Mental save: +14 (+6 eff.) (-) Disarm immunity: +26% (-) Stun/Freeze immunity: +25% (-) Knockback immunity: +25% (-) A suit of armour made of metal plates. |
| Cloak | [vs. Arubar (1 def, 0 armour) (Cloak)]Arubar (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil Changes resistances penetration: +5%(-) mind Changes damage: +6%(-) physical Mental save: +6 (+2 eff.) (-) Life regen: +0.20 (-) Stamina each turn: +0.20 (-) 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. |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
[vs. Infusion: Wild (on body)]wild infusion of the psychic (resist 23%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23%(+9%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Feathersteel Amulet (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Maximum encumbrance: +0 (-20) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Movement speed: +0% (-20%) 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... |
[vs. gladiator's steel ring of frost (+20%) (On fingers, 1 of 2)]copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-5) Str / +0(-4) Con Changes resistances: +0%(-20%) cold Changes damage: +0%(-10%) cold Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. gladiator's steel ring of frost (+20%) (On fingers, 1 of 2)]marksman's copper ring of nature (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-5) Str / +2 Dex / +0(-4) Con Changes resistances: +20% nature / +0%(-20%) cold Changes damage: +10% nature / +0%(-10%) cold Rings can have magical properties. Tap to cycle through comparison choices |
[vs. enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) (Main armor)]Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-7) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +12% (-12%) Changes stats: +2(-1) Str / +0(-5) Wil / +0(-3) Cun / +2(-) Con Changes resistances: +10%(+3%) acid / +0%(-8%) physical / +10% darkness / +10% blight / +10%(+5%) fire / +0%(-5%) lightning / +0%(-7%) cold Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-14 (-6 eff.)) Disarm immunity: +0% (-26%) Stun/Freeze immunity: +0% (-25%) Knockback immunity: +0% (-25%) Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
9 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Arymildamira (dig speed 39 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Fatigue: +0% (+13%) Damage when hit (Melee): 15 blight Changes stats: +0(-7) Str / +0(-1) Mag / +0(-3) Cun Changes resistances: +0%(-3%) mind Changes damage: +4% blight Blindness immunity: +0% (-5%) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Arymildamira (dig speed 39 turns) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Fatigue: +0% (+13%) Changes stats: +0(-7) Str / +0(-1) Mag / +5 Wil / +0(-3) Cun Changes resistances: +0%(-3%) mind Mental save: +10 (+3 eff.) Blindness immunity: +0% (-5%) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 50% 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 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. |
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, costing 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ornstein the Cornac Wyrmic level 10
7th Flare 122nd year of Ascendancy at 03:55 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ornstein the Cornac Wyrmic level 14
27th Dusk 122nd year of Ascendancy at 06:36 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Ornstein the Cornac Wyrmic level 16
64th Dusk 122nd year of Ascendancy at 06:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ornstein the Cornac Wyrmic level 9
3rd Summertide 122nd year of Ascendancy at 10:19 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Ornstein the Cornac Wyrmic level 10
7th Flare 122nd year of Ascendancy at 11:58 see stats
Log
Acid Splash from Gigantic corrosive tunneler hits Ornstein for 2 acid damage.
Ornstein hits Gigantic sandworm tunneler for 24 cold, 4 arcane (28 total damage).
Betharatha the gigantic gravity worm receives 49 healing.
Gigantic sandworm tunneler hits Ornstein for 33 physical damage.
Gigantic corrosive tunneler's acid area effect hits Betharatha the gigantic gravity worm for 50 acid damage.
Ornstein uses Infusion: Wild.
Ornstein lessens the pain.
Ornstein is confused and fails to use Infusion: Regeneration.
Acid Splash from Gigantic corrosive tunneler hits Ornstein for 2 acid damage.
Gigantic sandworm tunneler uses Grab.
Ornstein shrugs off the effect 'Pinned to the ground'!
Ornstein hits Gigantic sandworm tunneler for 24 cold, 4 arcane (28 total damage).
Betharatha the gigantic gravity worm receives 49 healing.
Gigantic sandworm tunneler hits Ornstein for 41 physical damage.
Ornstein is confused and fails to use Infusion: Regeneration.
Ornstein is free from the acid.
Gigantic sandworm tunneler misses Ornstein.
Betharatha the gigantic gravity worm receives 49 healing.
Ornstein is confused and fails to use Infusion: Regeneration.
Betharatha the gigantic gravity worm hits Ornstein for 55 physical damage.
Ornstein hits Betharatha the gigantic gravity worm for 20 cold, 4 arcane (24 total damage).
Ornstein hits Gigantic sandworm tunneler for 24 cold, 4 arcane (28 total damage).
Betharatha the gigantic gravity worm receives 49 healing.
Gigantic sandworm tunneler hits Ornstein for 21 physical damage.
Ornstein is confused and fails to use Infusion: Regeneration.
Saving game...
























































































