Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 25 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Adelle the elven cultist at level 25 on the 44th Haze 122nd year of Ascendancy at 13:35 / 1 |
Primary Stats
| Strength | 26 (base 26) |
| Dexterity | 16 (base 15) |
| Constitution | 21.622078790561 (base 31) |
| Magic | 70 (base 55) |
| Willpower | 23 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -2/619 |
| Positive | 1/112 |
| Stamina | 193/204 |
| Healing Factor | 1.16 |
| Regeneration | 8.9230378168102 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 45 |
| Crit Chance | 7% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.4 (100%) |
| Defense | 16 |
| Ranged Defense | 21 |
| Fatigue | 27 |
| Physical Save | 36 |
| Spell Save | 46 |
| Mental Save | 34 |
Defense: Resistances
| All | -5%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Confusion Resistance | 100% |
| Disarm Resistance | 29% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 129.70 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 22 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 450 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 101.15 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 30. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| detrimental effect | The target is on fire, taking 42.19 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+7 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned, taking 3.43 nature damage per turn and decreasing all heals received by 24%. Insidious Poison |
| detrimental effect | All damage done by the target will also hurt it for 29%. Martyrdom |
| detrimental effect | Huge cut that bleeds, doing 33.86 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 32 and doing 49.30 blight damage per turn. Rotting Disease |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by giant green ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 23. | 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. | 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 vial of wight ectoplasm. * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed electric eel tail. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 lumberjacks have died. | 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 | Duvidochik (0 def, 3 armour) Duvidochik (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 12 blight Changes stats: +1 Mag Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +22% Vim when firing critical spell: +1.00 Maximum vim: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | steady dwarven-steel gauntlets of dispersion (0 def, 2 armour) steady dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 9 arcane Changes stats: +3 Wil / +4 Mag Changes resistances: +6% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +29% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prismparry the steel torque of psychoportation [power 27] (30/30 cooldown) Prismparry the steel torque of psychoportation [power 27] (30/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +5% acid / +15% light Changes damage: +3% light / +3% acid Light radius: +3 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Chodofast' steel ring 'Chodofast'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Wil Mental save: +9 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +1.50 Rings can have magical properties. |
| On fingers | steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.50 Rings can have magical properties. |
| Around neck | gold amulet 'Belivena' gold amulet 'Belivena'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Changes stats: +3 Wil / +8 Con Physical save: +7 (+4 eff.) Mental save: +10 (+5 eff.) Confusion immunity: +17% Life regen: +1.30 Maximum life: +83.00 Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
| In main hand | Greenwill the steel waraxe (14-19.6 power, 3 apr) Greenwill the steel waraxe (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +8 cold / +7 mind When wielded/worn: Changes stats: +1 Mag Changes resistances: +3% nature Spell save: +6 (+2 eff.) Spellpower: +4 (+2 eff.) Damage Shield penetration: +10% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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 off hand | Hellswift (6 def, 2 armour, 12-14.4 power, 38 block) Hellswift (6 def, 2 armour, 12-14.4 power, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +22 light / +4 acid When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour Effects when hit in melee: * 28% chance to blind Changes stats: +7 Con / +2 Mag Changes resistances: +19% lightning / +22% light / +9% acid Changes damage: +3% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 92.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+6 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Silence immunity: +0% Confusion immunity: +75% Pinning immunity: +5% Stun/Freeze immunity: +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
heat beam rune of the warrior (162 fire damage) heat beam rune of the warrior (162 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 161.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength 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 ability. |
Duvidan DuvidanPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str / +4 Mag Changes resistances: +24% light Changes damage: +12% light Physical save: +6 (+3 eff.) Spell save: +8 (+3 eff.) Disease immunity: +10% Cut immunity: +5% Rings can have magical properties. |
Morningvein the gold ring Morningvein the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Defense: +9 (+6 eff.) Damage when hit (Melee): 12 light Changes stats: +3 Cun / +4 Con Changes resistances: +20% lightning / +3% light Changes damage: +10% lightning Physical save: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Unrihir UnrihirInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +3 Con Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Nathra the stralite mace (34.5-48.3 power, 5 apr)Ce'Nathra the stralite mace (34.5-48.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +17 fire When wielded/worn: Defense: +2 (+2 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +2 Mag Changes resistances: +6% lightning / +6% temporal Poison immunity: +10% Disarm immunity: +5% Infravision radius: +3 Blunt and deadly. |
linen cloak 'Belathra' (1 def, 0 armour) linen cloak 'Belathra' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Dex / +1 Wil / +2 Con Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Layirethra' (0 def, 1 armour) pair of rough leather boots 'Layirethra' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 blight Changes stats: +3 Str / +3 Con Changes resistances: +3% nature / +3% blight Silence immunity: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
restful dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) restful dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Changes stats: +4 Str Life regen: +1.00 Stamina each turn: +1.00 Maximum stamina: +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Eloreta the Stormriver (0 def, 3 armour) Eloreta the Stormriver (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to daze Changes resistances: +3% acid / +6% cold Changes damage: +9% lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Salassra (0 def, 1 armour) Salassra (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Maximum hate: +6.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel helm of strength (+4) (0 def, 6 armour)miner's dwarven-steel helm of strength (+4) (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Str Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Glara' (2 def, 1 armour) rough leather cap 'Glara' (2 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +12% lightning / +6% temporal Confusion immunity: +10% A cap made of leather. |
dwarven-steel pickaxe 'Emelarevea' (dig speed 12 turns) dwarven-steel pickaxe 'Emelarevea' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +4 Defense: +5 (+4 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Str / +3 Dex Changes resistances: +7% physical Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +12% temporal Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb 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) 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. |
Transmogrification Chest 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dervic the Shalore Sun Paladin level 25
41st Haze 122nd year of Ascendancy at 13:50 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dervic the Shalore Sun Paladin level 16
34th Dusk 122nd year of Ascendancy at 19:35 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dervic the Shalore Sun Paladin level 22
33rd Haze 122nd year of Ascendancy at 04:31 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dervic the Shalore Sun Paladin level 21
32nd Haze 122nd year of Ascendancy at 10:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dervic the Shalore Sun Paladin level 17
17th Haze 122nd year of Ascendancy at 15:10 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dervic the Shalore Sun Paladin level 25
41st Haze 122nd year of Ascendancy at 14:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dervic the Shalore Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 18:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dervic the Shalore Sun Paladin level 20
23rd Haze 122nd year of Ascendancy at 22:14 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dervic the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 11:20 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dervic the Shalore Sun Paladin level 16
43rd Dusk 122nd year of Ascendancy at 13:03 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dervic the Shalore Sun Paladin level 25
41st Haze 122nd year of Ascendancy at 13:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dervic the Shalore Sun Paladin level 6
6th Flare 122nd year of Ascendancy at 07:24 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Dervic the Shalore Sun Paladin level 25
41st Haze 122nd year of Ascendancy at 13:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dervic the Shalore Sun Paladin level 6
4th Flare 122nd year of Ascendancy at 05:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dervic the Shalore Sun Paladin level 25
41st Haze 122nd year of Ascendancy at 14:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dervic the Shalore Sun Paladin level 16
43rd Dusk 122nd year of Ascendancy at 07:41 see stats
Log
Dervic hits Something for 6 blight, 3 mind, , 6 blight, 3 mind, (18 total damage).
Something hits Dervic for 128 physical, 16 mind, , 6 acid, 3 physical, , 7 lightning, 95 physical, 2 nature, 6 acid, 3 physical, , 7 lightning, 108 fire (378 total damage).
Dervic casts Rune: Acid Wave.
Dervic hits Something for 86 acid damage.
Dervic hits Something for 49 acid damage.
Dervic casts Rune: Teleportation.
Dervic is recovering from the damage!
Dervic deactivates Second Life.
Dervic has been healed by a blast of positive energy!
Dervic receives 286 healing.
Something hits Dervic for 0 blight damage.
Dervic recovers sight.
Bleeding from Adelle the elven cultist hits Dervic for 27 physical damage.
Burning from Adelle the elven cultist hits Dervic for 36 fire damage.
Insidious Poison from Adelle the elven cultist hits Dervic for 2 nature damage.
Dervic receives 25 healing.
Dervic is afflicted by a rotting disease!
Dervic is a martyr.
Something hits Dervic for 9 physical, 5 nature, 8 temporal, 4 acid, 36 light (62 total damage).
Weapon of Wrath hits Dervic for 51 fire damage.
Dervic hits Something for 9 blight, 3 mind, (12 total damage).
Dervic uses Prismparry the steel torque of psychoportation!
Elven blood mage casts Timeless.
Voruranor the elven cultist recovers sight.
Voruranor the elven cultist casts Rune: Acid Wave.
Dervic shrugs off the effect 'Disarmed'!
Voruranor the elven cultist hits Dervic for 106 acid damage.
Saving game...
