Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! No-Friendly-Fire Autocast 1.3.1Adds an autocast option that will not cast while friendlies are in range. Nice for twilight surge for Anorithil Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Path of the Sun ASCII bugfix 1.3.1Fixes the display bug that prevents the visual indicator of the tiles affected by Path of the Sun in ASCII mode. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 26 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Polovea the mean looking elven guard at level 26 on the 15th Wealth 123rd year of Ascendancy at 15:09 / 1 |
Primary Stats
| Strength | 63 (base 55) |
| Dexterity | 41 (base 10) |
| Constitution | 18 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 66 (base 54) |
| Cunning | 25 (base 10) |
Resources
| Life | -188/822 |
| Stamina | 286/328 |
| Equilibrium | 41 |
| Healing Factor | 1.3211363549267 |
| Regeneration | 7.7267175816147 |
Speed
| Mental | +12.028637809587% |
| Attack | +12.028637809587% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 66 |
| Crit Chance | 23% |
| APR | 17 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 30% |
| Speed | 0.89262890235235 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +15% |
| Arcane | +15% |
| Cold | +12% |
| All | +0% |
| Darkness | +23% |
| Light | +12% |
| Physical | +34% |
| Lightning | +12% |
| Fire | +12% |
| Nature | +56% |
Offense: Damage Penetration
| Acid | +19% |
| Blight | +34% |
| Physical | +19% |
| Cold | +19% |
| All | +0% |
| Lightning | +19% |
| Darkness | +29% |
| Fire | +29% |
| Nature | +29% |
Defense: Base
| Armour (hardiness) | 39.723073231957 (96.438666929426%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 14 |
| Physical Save | 51 |
| Spell Save | 49 |
| Mental Save | 61 |
Defense: Resistances
| Acid | 14%( 70%) |
| Blight | 11%( 70%) |
| Arcane | 16%( 70%) |
| Cold | 38%( 70%) |
| All | 7%( 70%) |
| Darkness | 35%( 70%) |
| Physical | 21%( 70%) |
| Temporal | 29%( 70%) |
| Lightning | 22%( 70%) |
| Mind | 16%( 70%) |
| Fire | 37%( 70%) |
| Nature | 50%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Knockback Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;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 defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * &039;t do. You&039;re rare in Maj&039; * &039;ve gotten it, cross some moving water on your way back.&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITELIGHT_GREEN039;ve found the needed warg claw. * You&WHITELIGHT_GREEN039;ve found the needed naga tongue. 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: * You&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed black mamba head. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 |
Till the Blood Runs Clear | 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 | Betydheth the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+3 eff.) Changes stats: +4 Dex / +3 Mag / +3 Wil / +6 Lck Changes resistances: +9% nature / +3% temporal Stealth bonus: +6 Infravision radius: +1 A pair of boots made of leather. |
| Light source | MardenikInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% cold / +21% fire / +5% arcane / +3% nature Mental save: +6 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat &039; (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances: +10% darkness / +9% physical Changes resistances penetration: +15% blight Changes damage: +10% physical / +11% darkness / +6% arcane Mental save: +13 (+3 eff.) Psi each turn: +0.24 Maximum mana: +20.00 Maximum hate: +9.00 Spellpower: +15 (+7 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target&ANTIQUE_WHITE |
| Tool | Gleamzeal the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Str / +6 Dex / +2 Cun Changes resistances penetration: +10% darkness Critical mult.: +13.00% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Airgrinder the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +6.0% Armour: +6 Changes stats: +6 Cun / +6 Dex Changes resistances: +12% lightning Changes damage: +12% light / +12% physical Rings make your fingers look great! |
| On fingers | savage&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Changes stats: +1 Con Spell save: +11 (+4 eff.) Maximum stamina: +13.00 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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | rough leather belt &039;Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +2% physical / +5% arcane / +6% cold Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Maximum life: +20.00 Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
| In main hand | Xeregayana the stralite greatsword (60-96 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 35 Damage (Melee): +20 blight Damage (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +9% mind / +12% temporal Massive two-handed swords. |
| On hands | Beesarand the Growscar (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 2 nature / 4 light Changes stats: +4 Dex Changes resistances: +9% temporal / +6% fire Cut immunity: +20% Stun/Freeze immunity: +20% Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Windspiker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes resistances penetration: +10% nature Changes damage: +3% blight / +9% arcane / +12% nature Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SmearmightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Dex Changes resistances penetration: +10% fire Changes damage: +12% nature Reduces incoming crit damage: 10.00% Infravision radius: +2 See invisible: +15 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.flaming stralite dagger of projection (28-36 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +7 fire Sharp, short and deadly. |
Shadowmight the stralite greatsword (48-78 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +12 Changes stats: +9 Str / +5 Dex / +12 Mag / +10 Wil / +9 Cun / +7 Con Changes resistances penetration: +12% all Changes damage: +15% darkness See invisible: +9 Massive two-handed swords. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+8 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Xunne the Singerace (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Damage (Melee): 8 fire Changes stats: +4 Str Changes resistances: +7% fire Changes damage: +3% physical / +9% fire Only die when reaching: -20.00 life Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Daimogafast the cashmere wizard hat (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +10% fire / +9% cold Critical mult.: +20.00% Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
enlightening dwarven-steel plate armour of Eyal (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Mental save: +18 (+5 eff.) Life regen: +3.00 Maximum life: +37.00 Healing mod.: +12% A suit of armour made of metal plates. |
70 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By River the Dwarf Wyrmic level 19
9th Gold 123rd year of Ascendancy at 18:48 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By River the Dwarf Wyrmic level 8
24th Voratun 122nd year of Ascendancy at 22:19 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By River the Dwarf Wyrmic level 18
21st Steel 123rd year of Ascendancy at 14:47 see stats
Level 10 (Roguelike)
Got a character to level 10.By River the Dwarf Wyrmic level 10
1st Profit 122nd year of Ascendancy at 23:13 see stats
Level 20 (Roguelike)
Got a character to level 20.By River the Dwarf Wyrmic level 20
10th Gold 123rd year of Ascendancy at 09:47 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By River the Dwarf Wyrmic level 18
28th Shortage 122nd year of Ascendancy at 23:45 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By River the Dwarf Wyrmic level 26
14th Wealth 123rd year of Ascendancy at 12:39 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By River the Dwarf Wyrmic level 20
30th Stralite 123rd year of Ascendancy at 06:31 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By River the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 16:06 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By River the Dwarf Wyrmic level 26
15th Wealth 123rd year of Ascendancy at 15:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By River the Dwarf Wyrmic level 9
2nd Acquisition 122nd year of Ascendancy at 14:55 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By River the Dwarf Wyrmic level 24
27th Profit 123rd year of Ascendancy at 12:06 see stats
The secret city (Roguelike)
Discovered the truth about mages.By River the Dwarf Wyrmic level 11
4th Profit 122nd year of Ascendancy at 08:54 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By River the Dwarf Wyrmic level 26
14th Wealth 123rd year of Ascendancy at 08:59 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By River the Dwarf Wyrmic level 17
16th Shortage 122nd year of Ascendancy at 23:57 see stats
Log
Polovea the mean looking elven guard&fbd578LAST1133F3LASTLAST039;s Hiemal Shield hits River for 13 cold damage.
Talent Swallow is ready to use.
Bleeding from Elven mage hits River for 20 physical damage.
Polovea the mean looking elven guard&fbd578LAST1133F3LASTLAST039;s desolate waste area effect hits River for 9 cold damage.
Elven cultist casts Soul Rot.
River shrugs off Elven cultist&039;Weakness Disease&LAST039;s Soul Rot hits River for 163 blight damage.
River tries to swallow Elven cultist!
Personal New Achievement: That was close (Roguelike)!
River hits Elven cultist for 691 nature damage.
River receives 89 healing from Elven cultist.
River killed Elven cultist!
Bleeding from Elven mage hits River for 20 physical damage.
Polovea the mean looking elven guard&fbd578LAST1133F3LASTLAST039;s desolate waste area effect hits River for 18 cold damage.
Polovea the mean looking elven guard casts Invoke Darkness.
Polovea the mean looking elven guard hits River for 90 darkness damage.
River stops bleeding.
Talent Infusion: Healing is ready to use.
Polovea the mean looking elven guard&fbd578LAST1133F3LASTLAST039;s desolate waste area effect hits River for 18 cold damage.
Polovea the mean looking elven guard is less vulnerable.
Polovea the mean looking elven guard casts Black Ice.
Polovea the mean looking elven guard hits River for 112 cold damage.
River the level 26 dwarf wyrmic was chilled to death by Polovea the mean looking elven guard on level 5 of Dark crypt.
























































































