










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Corruptor |
| Level / Exp | 20 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 20 on the 32nd Haze 122nd year of Ascendancy at 09:37 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 21 (base 12) |
| Magic | 66 (base 48) |
| Willpower | 31 (base 13) |
| Cunning | 36 (base 36) |
Resources
| Life | -242/550 |
| Mana | 219/342 |
| Vim | 230/230 |
| Healing Factor | 1.3248044672221 |
| Regeneration | 12.519402215249 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 33.894014938291 |
| See Invisible | 34.894014938291 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 10 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +37% |
| Blight | +34% |
| Arcane | +5% |
| Mind | +6% |
| All | 0% |
| Darkness | +45% |
| Light | +3% |
| Physical | +21% |
| Fire | +31% |
| Lightning | +21% |
Offense: Damage Penetration
| Acid | +12% |
| Light | +10% |
| Blight | +22% |
| Physical | +7% |
| Fire | +22% |
| Darkness | +12% |
Defense: Base
| Armour (hardiness) | 35.5 (43.579428603723%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 12 |
| Physical Save | 36 |
| Spell Save | 36 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Lightning | + 21%( 70%) |
| Darkness | + 35%( 70%) |
| Cold | + 3%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 56% |
| Bleed Resistance | 20% |
| Confusion Resistance | 39% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Flamebore the pair of voratun boots (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Fatigue: -4% Changes stats: +5 Con / +4 Wil Changes resistances penetration: +7% physical Changes damage: +6% mind / +6% fire Maximum encumbrance: +48 Physical save: +10 (+5 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +7% Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Smolderwinter the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +9% lightning Changes resistances penetration: +10% fire Reduces incoming crit damage: 5.00% Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Isura the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes resistances: +15% mind Changes damage: +21% physical Mental save: +16 (+5 eff.) Confusion immunity: +29% Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Elylle the Sepsisriver [power 116] (5/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% cold / +6% mind Cut immunity: +20% Confusion immunity: +10% Maximum life: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | GlorybrerinPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +24% acid / +22% darkness / +6% blight Changes resistances penetration: +5% blight Changes damage: +12% acid / +11% darkness / +3% blight Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
| On fingers | copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +46.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Rings make your fingers look great! |
| Around waist | Lelygorach the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+8 eff.) Armour: +4 Defense: +25 (+12 eff.) Stealth bonus: +6 Maximum stamina: +20.00 A belt that goes around your waist. |
| In main hand | Umbrahunger (129% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +3 Wil Changes resistances penetration: +12% blight / +12% fire / +12% darkness / +12% acid Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Mental save: +3 (+1 eff.) Spellpower: +19 (+6 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Shockmoon (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Armour: +2 Damage (Melee): 8 arcane Changes stats: +6 Mag / +5 Wil / +4 Con Changes resistances: +5% arcane / +12% lightning Changes damage: +5% arcane / +18% lightning Physical save: +21 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +56% Spellpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Mardenaridozor (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 2 blight Changes stats: +2 Wil Changes resistances: +12% blight / +13% darkness Changes resistances penetration: +5% blight Changes damage: +6% blight Life regen: +3.20 Stamina each turn: +0.70 Maximum life: +36.00 Light radius: +1 Healing mod.: +12% A suit of armour made of mail. |
| Cloak | Glimmerdream the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes resistances penetration: +10% light Changes damage: +3% lightning / +3% light / +9% darkness Maximum life: +33.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+5 eff.) Spell save: +14 (+6 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +23.00 Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 187; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 523%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 21%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 3; phase 11; cd 13)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: 3 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity 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 spell talent. |
blink rune of the wizard (range 5; phase 19; cd 15)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: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic 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 spell talent. |
Amodrachak the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% blight / +9% mind Changes damage: +3% blight Life regen: +2.00 Amulets make your neck look great! |
steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 198 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Xanynne the CrackleoblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +15 (+7 eff.) Fatigue: -4% Changes stats: +1 Con Changes resistances penetration: +15% lightning Changes damage: +3% lightning Maximum encumbrance: +22 Rings make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 21 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 21 Damage (Ranged): 13 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+6 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 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 115% 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! |
potent elm vilestaff of might (104% power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 105% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% blight Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Wintershine (1 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+4 eff.) Armour: +8 Defense: +1 (+0 eff.) Changes resistances: +12% cold Changes resistances penetration: +15% arcane Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of protection (3 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes resistances: +7% all Physical save: +15 (+6 eff.) Spell save: +17 (+7 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayilaith (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +1 Fatigue: -4% Changes stats: +1 Str Critical mult.: +10.00% Maximum encumbrance: +24 Physical save: +15 (+6 eff.) Maximum life: +40.00 A pair of boots made of leather. |
pair of iron boots 'Layylramira' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+2 eff.) Armour: +3 Fatigue: +2% Changes resistances: +3% blight / +6% fire Physical save: +3 (+2 eff.) Confusion immunity: +20% Teleport immunity: +10% Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Elasema (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +3 Wil / +1 Con Changes resistances: +5% arcane / +3% light Physical save: +6 (+3 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
grounding linen wizard hat of frost (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +16% cold / +6% temporal Changes damage: +11% cold A pointy cloth hat, very wizardly... |
iron helm 'Eremivor' (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% mind / +6% blight Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashrune the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 blight / 4 fire Changes stats: +1 Wil Changes resistances: +16% lightning Changes resistances penetration: +10% temporal Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 A suit of armour made of mail. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
334 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. |
dwarven-steel pickaxe 'Xadavena' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Str Mental save: +6 (+2 eff.) Cut immunity: +20% Only die when reaching: -40.00 life Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Zanugund' (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+4 eff.) Armour penetration: +6 Physical power: +15 (+8 eff.) Armour: +8 Changes stats: +6 Str Changes resistances penetration: +10% physical Critical mult.: +5.00% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+3 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinyvena the FrostbrazePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Damage when hit (Melee): 26 fire Changes stats: +5 Wil Changes resistances: +14% blight / +7% fire / +9% darkness Changes resistances penetration: +25% mind Changes damage: +16% mind / +3% cold Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +4 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 29 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Poramithra'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +10 Changes resistances: +3% acid / +3% light / +3% blight Only die when reaching: -20.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)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 130 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
piercing steel torque of gale force [power 160] (5/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 194 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Satyrquake [power 116] (5/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes damage: +9% nature / +9% blight Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
overpowered elm wand of lightning storm [power 170] (5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (205 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By CC IR the Cornac Corruptor level 11
2nd Dusk 122nd year of Ascendancy at 04:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By CC IR the Cornac Corruptor level 10
3rd Mirth 122nd year of Ascendancy at 15:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By CC IR the Cornac Corruptor level 20
31st Haze 122nd year of Ascendancy at 07:20 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By CC IR the Cornac Corruptor level 19
2nd Haze 122nd year of Ascendancy at 17:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By CC IR the Cornac Corruptor level 14
50th Dusk 122nd year of Ascendancy at 17:38 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By CC IR the Cornac Corruptor level 20
32nd Haze 122nd year of Ascendancy at 09:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By CC IR the Cornac Corruptor level 7
78th Pyre 122nd year of Ascendancy at 11:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By CC IR the Cornac Corruptor level 14
47th Dusk 122nd year of Ascendancy at 01:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By CC IR the Cornac Corruptor level 18
63rd Dusk 122nd year of Ascendancy at 05:30 see stats
Log
Siloma the blue ooze converts some damage to Psi!
Siloma the blue ooze mentally dismisses some damage!
CC IR hits Siloma the blue ooze for (17 dismissed), 6 to psi, 9 blight (14 total damage).
Bone Spike hits Siloma the blue ooze for 5 to psi, 7 physical (13 total damage).
Bone Spike hits Thought-forged bowman for 16 physical damage.
Siloma the blue ooze uses Distortion Bolt.
Siloma the blue ooze's mind surges with critical power!
The protective shield of CC IR disappears.
Talent Track is ready to use.
Talent Catalepsy is ready to use.
Talent Curse of Defenselessness is ready to use.
Ravage from Siloma the blue ooze hits CC IR for 20 healing, 31 physical (31 total damage) [20 healing].
The unstable sand tunnel collapses!
Thought-forged bowman shoots!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
You collect a new ingredient: sandworm tooth (1).
Rimebark uses Winter's Fury.
Siloma the blue ooze converts some damage to Psi!
Epidemic from CC IR hits Thought-forged bowman for 40 blight damage.
Rotting Disease from CC IR hits Gigantic corrosive tunneler for 25 blight damage.
Decrepitude Disease from CC IR hits Siloma the blue ooze for 9 to psi, 13 blight (22 total damage).
Decrepitude Disease from CC IR hits Sandworm burrower for 0 blight damage.
Weakness Disease from CC IR hits Sandworm burrower for 0 blight damage.
Weakness Disease from CC IR hits Sandworm burrower for 0 blight damage.
Epidemic from CC IR hits Siloma the blue ooze for 14 to psi, 20 blight (33 total damage).
Sandworm burrower hits Iceblock for 19 physical damage.
Rotting Disease from CC IR killed Gigantic corrosive tunneler!
Siloma the blue ooze's Distortion Bolt hits CC IR for 20 healing, 213 physical (213 total damage) [20 healing].
Thought-forged bowman's Shoot hits CC IR for 20 healing, 62 physical (62 total damage) [20 healing].
CC IR the level 20 cornac corruptor was tortured to death by a thought-forged bowman on level 3 of Sandworm lair.




























































































