










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 19 / 51% |
| Size | small |
| Lifes / Deaths | Killed by Ce'Namira the bandit at level 19 on the 12nd Dusk 122nd year of Ascendancy at 20:02 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 73 (base 44) |
| Dexterity | 65 (base 44) |
| Constitution | 42 (base 44) |
| Magic | 44 (base 44) |
| Willpower | 62 (base 44) |
| Cunning | 51 (base 44) |
Resources
| Life | -229/361 |
| Psi | 134/136 |
| Stamina | 264/264 |
| Equilibrium | 30 |
| Healing Factor | 1.5264150943397 |
| Regeneration | 121.9453018868 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +65.21134272265% |
| Spell | 0% |
| Global | +108.35657448346% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 67.751391382654 |
| See Invisible | 67.751391382654 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 63 |
| Crit Chance | 23% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.4 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Lightning | +20% |
| Acid | +21% |
| All | 0% |
Offense: Damage Penetration
| Physical | +14% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 52.50863224038 (92%) |
| Defense | 27 |
| Ranged Defense | 31 |
| Fatigue | 26 |
| Physical Save | 42 |
| Spell Save | 41 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 58%( 70%) |
| Physical | -13%( 70%) |
| Cold | + 36%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 43%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 95% |
| Bleed Resistance | 10% |
| Confusion Resistance | 100% |
| Disarm Resistance | 20% |
| Stun Resistance | 71% |
| Poison Resistance | 5% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| 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: 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 126 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic 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 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Kinetic mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thermal mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Voracity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Focus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Antimagic Shield |
| talent | Skate |
| talent | Thermal Shield |
| talent | Kinetic Aura |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| detrimental effect | The target is on fire, taking 3.28 fire damage per turn. Burning |
| beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target physical resistance is reduced by 37%. Lowered physical resistance |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| detrimental effect | The target fire resistance is reduced by 37%. Lowered fire resistance |
| beneficial effect | A flow of life spins around the target, regenerating 79.64 life per turn. Regeneration |
| beneficial effect | You gain 31% resistance against fire. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | 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 gained talent category Technique / Conditioning (at mastery 0.80). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice ant stinger. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
Equipment
| Psionic focus | inquisitor's steel greatmaul of crippling (30.5-45.75 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 Base power: 30.5 - 45.8 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy * cripple the target When wielded/worn: Physical crit. chance: +9.0% Massive two-handed mauls. |
| Quiver | Silada (15/15, 23-32.2 power, 12 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 56% Wil, 79% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +12 Crit. chance: +1.5% Capacity: 15 Damage (Ranged): +11 darkness / +23 cold Burst (radius 2) on crit: +9 cold Damage against: +14% Living When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
| Light source | Hurahor the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% acid / +3% blight / +3% all Changes damage: +6% acid Physical save: +3 (+1 eff.) Spell save: +5 (+2 eff.) Disease immunity: +5% Silence immunity: +20% Light radius: +2 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 | Hellswell the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 20 fire Changes resistances: +9% lightning / +6% fire / +6% blight Physical save: +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of iron boots 'Blastriver' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +2 Cun / +2 Con Changes resistances: +6% acid / +12% lightning Changes damage: +15% acid / +9% lightning Physical save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Brenyrain the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +9 (+3 eff.) Poison immunity: +5% Cut immunity: +10% Silence immunity: +10% Confusion immunity: +5% Rings can have magical properties. |
| On fingers | warrior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +1 Cun / +3 Str Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
| In main hand | truestriking dwarven-steel greatmaul of purging (44-66 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +9 nature When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +14% physical Massive two-handed mauls. |
| On hands | scouring hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 16 arcane resource burn Changes resistances: +7% blight Spell save: +22 (+7 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | Duathelquill (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +3 Wil Changes resistances: +18% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 4 light Changes stats: +3 Str / +1 Wil / +1 Con Changes resistances: +7% acid / +7% physical / +16% darkness / +16% blight / +5% fire / +7% cold / +8% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +21% Knockback immunity: +22% Light radius: +1 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 406 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel battleaxe of massacre (43.5-65.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +7 (+3 eff.) Disarm immunity: +41% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel battleaxe of erosion (30.5-45.75 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +28 insidious poison / +12 temporal / +7 nature Massive two-handed battleaxes. |
iron battleaxe of massacre (20-30 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Moon (30-39 power, 30 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 50% Wil, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
This item will automatically be transmogrified when you leave the level.steel greatsword of erosion (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature / +10 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.ranger's ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Changes stats: +3 Dex Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
yew longbow of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +18 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +8% nature Longbows are used to shoot arrows at your foes. |
glacial hardened leather slingRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +5 cold When wielded/worn: Armour: +6 Changes resistances penetration: +6% cold Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Changes resistances penetration: +11% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Loryzilagrim the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 20 acid Changes resistances: +7% lightning / +6% temporal / +9% acid Changes resistances penetration: +10% acid / +10% mind Changes damage: +6% acid / +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Skystake (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +15% lightning Changes damage: +21% nature / +12% lightning A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. 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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% A suit of armour made of leather. |
psychokinetic quiver of elm arrows (17/17, 12.5-17.5 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 56% Wil, 79% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +27 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe 'Girann' (dig speed 5 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% acid / +13% fire / +15% darkness / +12% blight Spell save: +30 (+10 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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 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, costing 112 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
hateful pouch of dwarven-steel shots of crippling (25/25, 29.5-35.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stat: 129% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +12.0% Capacity: 25 On weapon crit: * cripple the target Damage (Ranged): +8 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By YeekSlayer the Yeek Mindslayer level 12
2nd Flare 122nd year of Ascendancy at 20:05 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By YeekSlayer the Yeek Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 19:31 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By YeekSlayer the Yeek Mindslayer level 12
1st Dusk 122nd year of Ascendancy at 07:09 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By YeekSlayer the Yeek Mindslayer level 18
12nd Dusk 122nd year of Ascendancy at 18:13 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By YeekSlayer the Yeek Mindslayer level 11
2nd Flare 122nd year of Ascendancy at 14:50 see stats
Log
YeekSlayer speeds up.
YeekSlayer has recovered!
YeekSlayer receives 29 healing.
YeekSlayer hits Ce'Namira the bandit for 19 arcane damage.
Burning from Ce'Namira the bandit hits YeekSlayer for (18 to psi shield), (10 antimagic), 0 fire (0 total damage).
YeekSlayer uses Mana Clash.
YeekSlayer exudes antimagic forces.
Ce'Namira the bandit casts Wraithform.
Ce'Namira the bandit turns into a wraith.
YeekSlayer hits Zuberimina the rogue for 215 arcane damage.
YeekSlayer is invigorated by the attack!
Ce'Namira the bandit starts to bleed.
YeekSlayer's Beyond the Flesh hits Ce'Namira the bandit for 117 physical, 9 arcane, 1 physical, 23 physical (149 total damage).
Mana Clash from YeekSlayer hits Ce'Namira the bandit for 2 arcane, 9 arcane, 1 arcane, 0 arcane, 2 arcane (14 total damage).
YeekSlayer receives 29 healing.
YeekSlayer hits Ce'Namira the bandit for 25 arcane damage.
Ce'Namira the bandit hits YeekSlayer for (12 to psi shield), 6 physical (6 total damage).
Burning from Ce'Namira the bandit hits YeekSlayer for (18 to psi shield), (10 antimagic), 0 fire (0 total damage).
Bleeding from YeekSlayer hits Ce'Namira the bandit for 1 physical damage.
Mana Clash from YeekSlayer hits Ce'Namira the bandit for 0 arcane damage.
Ce'Namira the bandit casts Draining Assault.
Zuberimina the rogue's morale has been lowered.
Ivema the copperhead snake's morale has been lowered.
YeekSlayer is invigorated by the attack!
YeekSlayer's mind surges with critical power!
YeekSlayer is invigorated by the attack!
YeekSlayer is invigorated by the attack!
Saving game...









































































































