Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Rogue |
| Level / Exp | 17 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 17 on the 69th Regrowth 123rd year of Ascendancy at 12:48 / 1 |
Primary Stats
| Strength | 56 (base 41) |
| Dexterity | 16 (base 13) |
| Constitution | 16 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 55 (base 39) |
Resources
| Life | -61/445 |
| Stamina | 197/209 |
| Healing Factor | 1.65 |
| Regeneration | 30.7725 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 48 |
| Crit Chance | 26% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 14% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Physical | +15% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 34.65 (86.818181818182%) |
| Defense | 27.05 |
| Ranged Defense | 28.55 |
| Fatigue | 18 |
| Physical Save | 34.1 |
| Spell Save | 26.275 |
| Mental Save | 37.625 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Confusion Resistance | 24% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 4.0 Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 26.00 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Stoning Poison |
| talent | Numbing Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is walking on an icy floor. Increasing movement speed by 20%, providing +20% cold damage piercing and -30% stun immunity. Icy Floor |
| beneficial effect | A flow of life spins around the target, regenerating 15.00 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee attacks. Evasion |
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 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 Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +2. | 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 |
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 |
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. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | pair of dwarven-steel boots 'Blasttreason' (5 def, 4 armour) pair of dwarven-steel boots 'Blasttreason' (5 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +3 Fatigue: +3% Changes stats: +2 Dex / +2 Mag / +3 Cun Changes resistances: +18% lightning / +5% arcane Spell save: +1 Lowers spell cool-downs by: 10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 3 grids from your target. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | overpowered dwarven-steel torque of psychoportation [power 46] (36/44 cooldown) overpowered dwarven-steel torque of psychoportation [power 46] (36/44 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 46), placing all other charms into a 44 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of nature (+20%) rogue's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| 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% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | balanced dwarven-steel greatmaul of erosion (40-60 power, 2 apr) balanced dwarven-steel greatmaul of erosion (40-60 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 nature / +6 temporal When wielded/worn: Accuracy: +9 Defense: +9 Massive two-handed maul. |
| On hands | restful iron gauntlets of the juggernaut (0 def, 1 armour) restful iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Con Physical save: +11 Spell save: +3 Mental save: +4 Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +11.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Hellstrider the voratun mail armour (5 def, 10 armour) Hellstrider the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +7 Str Damage when the wearer is hit: 14 physical / 12 fire / 20 mind Changes resistances: +9% physical / +9% fire / +16% darkness Life regen: +2.30 Maximum life: +55.00 Light radius: +1 Healing mod.: +25% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 Defense: +1 Fatigue: -2% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of the fish clarifying steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind / +12% cold Allows you to breathe in: water Confusion immunity: +24% Amulets can have magical properties. |
Inventory
Rune of Reflection (absorb and reflect 139 for 5 turns) Rune of Reflection (absorb and reflect 139 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 120 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the sneak (820% regen over 10 turns; 41 instant mana)manasurge rune of the sneak (820% regen over 10 turns; 41 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% over 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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. |
Feathersteel Amulet Feathersteel AmuletCrafted 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. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring 'Chamudor' steel ring 'Chamudor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +3% blight Stun/Freeze immunity: +21% Life regen: +1.10 Rings can have magical properties. |
Yveda the pair of rough leather boots (13 def, 1 armour) Yveda the pair of rough leather boots (13 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +13 Fatigue: +1% Changes stats: +1 Cun Teleport immunity: +5% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 21 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
storm rough leather gloves of strength (+3) (0 def, 1 armour) storm rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 6 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm of dexterity (+3) (0 def, 3 armour) thaloren iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +3 Wil Changes resistances: +5% blight Mental save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
steel plate armour (4 def, 9 armour) steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% A suit of armour made of metal plates. |
5 agate 5 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 Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
2 opal 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 Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% 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: 7.0 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 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
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, 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 is 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. |
ash totem of cure poisons 'Velevena' [power 2] (36/20 cooldown) ash totem of cure poisons 'Velevena' [power 2] (36/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +2 Fatigue: -4% It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dmuhedo Hom the Higher Rogue level 10
14th Dusk 122nd year of Ascendancy at 05:37 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dmuhedo Hom the Higher Rogue level 17
55th Regrowth 123rd year of Ascendancy at 00:39 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dmuhedo Hom the Higher Rogue level 10
14th Dusk 122nd year of Ascendancy at 05:35 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dmuhedo Hom the Higher Rogue level 13
65th Dusk 122nd year of Ascendancy at 07:20 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Dmuhedo Hom the Higher Rogue level 15
80th Haze 122nd year of Ascendancy at 18:05 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dmuhedo Hom the Higher Rogue level 9
10th Flare 122nd year of Ascendancy at 20:25 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Dmuhedo Hom the Higher Rogue level 11
34th Dusk 122nd year of Ascendancy at 19:59 see stats
Log
The Fragmented Essence of Harkor'Zun hits Dmuhedo Hom for 23 acid damage.
Snow giant boulder thrower hits The Fragmented Essence of Harkor'Zun for 120 physical damage.
Snow giant boulder thrower hits The Fragmented Essence of Harkor'Zun for 120 physical damage.
Snow giant boulder thrower hits Dmuhedo Hom for 118 physical damage.
Dmuhedo Hom hits The Fragmented Essence of Harkor'Zun for 13 physical, 6 fire, 20 mind (39 total damage).
Dmuhedo Hom feels pain again.
The Fragmented Essence of Harkor'Zun uses Constrict.
Dmuhedo Hom shrugs off the effect 'Constricted'!
Snow giant boulder thrower uses Throw Boulder.
The Fragmented Essence of Harkor'Zun resists the knockback!
Dmuhedo Hom is knocked back!
The Fragmented Essence of Harkor'Zun is knocked back!
Snow giant boulder thrower hits The Fragmented Essence of Harkor'Zun for 120 physical damage.
Snow giant boulder thrower hits The Fragmented Essence of Harkor'Zun for 120 physical damage.
Snow giant boulder thrower hits The Fragmented Essence of Harkor'Zun for 120 physical damage.
Snow giant boulder thrower hits Dmuhedo Hom for 137 physical damage.
The Fragmented Essence of Harkor'Zun hits Dmuhedo Hom for 19 acid damage.
Dmuhedo Hom hits The Fragmented Essence of Harkor'Zun for 13 physical, 6 fire, 20 mind (39 total damage).
Snow giant boulder thrower is no longer illuminated.
Snow giant boulder thrower recovers sight.
The Fragmented Essence of Harkor'Zun uses Constrict.
Dmuhedo Hom evades The Fragmented Essence of Harkor'Zun.
The Fragmented Essence of Harkor'Zun rushes out!
The Fragmented Essence of Harkor'Zun misses Dmuhedo Hom.
Snow giant boulder thrower uses Throw Boulder.
Saving game...
