












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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! Stone Vines Enabled 1.5.5Prevents resting and running from turning Stone Vines off, because that was slightly obnoxious. Currently does not edit the talent tooltip to reflect this change. CHANGES IN 1.1 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. 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 11 / 64% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 44 (base 36) |
| Dexterity | 41 (base 36) |
| Constitution | 45 (base 36) |
| Magic | 36 (base 36) |
| Willpower | 42 (base 36) |
| Cunning | 45 (base 36) |
Resources
| Life | 423/514 |
| Mana | 260/260 |
| Equilibrium | 56 |
| Healing Factor | 1.6041860465116 |
| Regeneration | 1.6843953488372 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 74.862337278037 |
| See Invisible | 80.862337278037 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 44 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 44 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Acid | +18% |
| Fire | +9% |
| Nature | +10% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +5% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 49.624932008435 (92%) |
| Defense | 31 |
| Ranged Defense | 38 |
| Fatigue | 33 |
| Physical Save | 26 |
| Spell Save | 28 |
| Mental Save | 28 |
Defense: Resistances
| Nature | + 43%( 70%) |
| Lightning | + 18%( 70%) |
| Darkness | + 34%( 70%) |
| Cold | + 32%( 70%) |
| Blight | + 21%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 21%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Earth | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Deeprock | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Stone | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Race / Dwarf | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
Quests
You failed to protect the lost tinker from death by Glowen the large brown snake. Escort: lost tinker (level 2 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
Equipment
| On feet | pair of iron boots 'Chaleran' (10 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: +10 (+5 eff.) Fatigue: +2% Changes stats: +4 Str Changes resistances: +3% fire / +3% cold Changes resistances penetration: +15% physical Spell save: +3 (+1 eff.) Life regen: +0.20 Maximum stamina: +5.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ScaldlordCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances penetration: +15% acid / +5% fire Changes damage: +12% acid / +6% fire Light radius: +5 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 | Urthygoromildil the Bilepierce (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% Changes stats: +3 Con Changes resistances: +9% lightning / +6% darkness / +9% fire / +3% nature / +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Layuth the Duatheldream (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Damage when hit (Melee): 4 darkness Changes resistances: +6% nature / +3% darkness Changes damage: +10% nature Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring of arcana(+0.13/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.13 Rings can have magical properties. |
| On fingers | copper ring 'Gunekalthorig'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Cun Critical mult.: +15.00% Life regen: +0.60 Psi when hit: +0.08 Maximum life: +45.00 Maximum psi: +10.00 Healing mod.: +11% Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Morbustide (6 def, 2 armour, 21-25.2 power, 40 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +8 acid Burst (radius 1) on hit: +10 fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes damage: +6% acid Talent granted: +2 Block Maximum life: +42.00 Handheld deflection devices. |
| Around waist | spiritwalker's rough leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +1 Mag / +4 Cun / +5 Lck Trap disarming bonus: +7 Stealth bonus: +6 Mana each turn: +0.10 Maximum mana: +20.00 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | Heatward (6 def, 2 armour, 16-19.2 power, 37.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +38 On weapon hit: * 12% chance to daze at end of turn * 13% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Damage (Melee): 6 acid / 6 lightning Damage when hit (Melee): 11 acid / 4 fire / 11 lightning Changes stats: +1 Cun Changes resistances: +10% nature / +12% blight Changes damage: +3% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Geta (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +1 Mag Changes resistances: +6% mind Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +10% Teleport immunity: +15% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Heavy Armour Training (level 3) 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. |
Inventory
healing infusion (heal 50)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: 12 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. 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.regeneration infusion of the duelist (heal 307 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 307 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. |
shielding rune of the duelist (absorb 204 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 204 damage for 4 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level.restful copper amulet of dexterity (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +1.10 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.arcing iron battleaxe (12.5-18.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Massive two-handed battleaxes. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Eremugorn the Airpall (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% lightning Changes damage: +3% lightning / +18% acid Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
This item will automatically be transmogrified when you leave the level.insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +6% fire / +5% cold A pair of boots made of leather. |
traveler's pair of iron boots (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: -3% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.rough leather gloves 'Brightmarrow' (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Damage when hit (Melee): 8 fire Changes stats: +1 Str / +5 Mag / +2 Wil Changes resistances: +9% fire / +6% cold Changes damage: +4% cold Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of dexterity (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 5 darkness Changes stats: +3 Dex Changes resistances: +7% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Ivuta (10 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +16% lightning / +12% cold / +6% blight Changes damage: +11% lightning Disease immunity: +5% Teleport immunity: +20% A pointy cloth hat, very wizardly... |
champion's iron helm of might (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +2 Wil / +2 Con Mental save: +5 (+3 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.linen wizard hat 'Zeruthel' (1 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +16% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
icy iron shield (4 def, 2 armour, 9.5-11.4 power, 19.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Talent granted: +1 Block Handheld deflection devices. |
icy steel shield of resilience (6 def, 2 armour, 17.5-21 power, 39.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 Damage (Melee): +12 cold When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 10 ice Talent granted: +2 Block Maximum life: +43.00 Handheld deflection devices. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +8 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. |
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 (+5 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 9 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. |
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, 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. |
This item will automatically be transmogrified when you leave the level.psionic iron torque of kinetic psionic shield [power 25] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
11 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Wardy the Dwarf Stone Warden level 6
22nd Voratun 122nd year of Ascendancy at 03:43 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Wardy the Dwarf Stone Warden level 10
7th Profit 122nd year of Ascendancy at 03:30 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Wardy the Dwarf Stone Warden level 6
22nd Voratun 122nd year of Ascendancy at 02:16 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Wardy the Dwarf Stone Warden level 9
3rd Profit 122nd year of Ascendancy at 05:58 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wardy the Dwarf Stone Warden level 6
22nd Voratun 122nd year of Ascendancy at 03:43 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wardy the Dwarf Stone Warden level 6
22nd Voratun 122nd year of Ascendancy at 03:43 see stats
Log
Bleeding from Crystaline Half (Wardy) hits Porolewe the rattlesnake for 32 physical damage.
Stone Vine from Wardy hits Porolewe the rattlesnake for 17 physical, 16 arcane (33 total damage).
Porolewe the rattlesnake strafes with his steamguns!
Stone Half (Wardy) resists the mind attack!
Crystaline Half (Wardy) is knocked back!
Stone Half (Wardy) is knocked back!
Wardy is knocked back!
Porolewe the rattlesnake's Strafe hits Wardy for 36 physical damage.
Porolewe the rattlesnake's Strafe hits Stone Half (Wardy) for 19 physical, 2 mind, 39 physical (60 total damage).
Porolewe the rattlesnake's Strafe hits Crystaline Half (Wardy) for 39 physical damage.
Stone Half (Wardy) moves reluctantly!
Porolewe the rattlesnake's Strafe hits Stone Half (Wardy) for 19 physical, 3 nature, 3 mind (24 total damage).
Crystaline Half (Wardy) casts Earthen Missiles.
Porolewe the rattlesnake strafes with his steamguns!
Bleeding from Crystaline Half (Wardy) hits Porolewe the rattlesnake for 32 physical damage.
Crystaline Half (Wardy)'s Earthen Missiles hits Porolewe the rattlesnake for 65 physical damage.
Stone Vine from Wardy hits Porolewe the rattlesnake for 17 physical, 16 arcane (33 total damage).
Stone Vine from Wardy killed Porolewe the rattlesnake!
Stone Half (Wardy) resists the mind attack!
Stone Half (Wardy) resists the mind attack!
Porolewe the rattlesnake's Strafe hits Stone Half (Wardy) for 24 physical, 2 mind (26 total damage).
Porolewe the rattlesnake's Strafe hits Stone Half (Wardy) for 23 physical, 3 nature, 2 mind (28 total damage).
Stone Half (Wardy) overcomes the gloom.
Wardy deactivates Stone Vines.
Wardy deactivates Eldritch Infusion.
Wardy deactivates Stone Skin.
Wardy deactivates Shards.
























































































