











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Male |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 20 / 3% |
| Size | big |
| Lifes / Deaths | Killed by Zubelrama the assassin at level 20 on the 20th Regrowth 123rd year of Ascendancy at 13:11 / 1 |
Primary Stats
| Strength | 36 (base 30) |
| Dexterity | 10 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 51 (base 48) |
| Willpower | 18 (base 10) |
| Cunning | 32 (base 20) |
Resources
| Life | -124/602 |
| Mana | 124/254 |
| Steam | 100/100 |
| Vim | 28/253 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 6.4271018820721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 47 |
| Crit Chance | 28% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +41% |
| Arcane | +6% |
| Cold | +9% |
| All | 0% |
| Darkness | +26% |
| Light | +9% |
| Temporal | +5% |
| Physical | +15% |
| Fire | +4% |
| Nature | +21% |
Offense: Damage Penetration
| Arcane | +20% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 4 |
| Physical Save | 37 |
| Spell Save | 44 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 46%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 10%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Confusion Resistance | 12% |
| Poison Resistance | 50% |
| Blind Resistance | 26% |
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 194 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| 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 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * '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 skeleton mage skull. | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Floebender' (5 def, 7 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances: +6% cold Physical save: +12 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Only die when reaching: -60.00 life A pair of boots made of leather. |
| Light source | brass lantern 'Ce'Nykira'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% fire Critical mult.: +10.00% Mental save: +9 (+3 eff.) Maximum life: +42.00 Mindpower: +5 (+3 eff.) Light radius: +3 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 | Murkvalor the dwarven-steel helm (30 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+10 eff.) Fatigue: +4% Changes resistances: +6% blight / +5% arcane Changes damage: +15% darkness Physical save: +15 (+6 eff.) Maximum life: +40.00 Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Glorynor the Deepsgash (0 def, 2 armour) Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 temporal / 7 fire Damage (Ranged): 8 temporal Changes stats: +2 Str / +3 Wil / +4 Cun / +3 Con Changes resistances: +6% fire / +8% temporal Changes damage: +4% fire / +3% darkness / +5% temporal Talent mastery: +0.20 Technique / Grappling Talent granted: +2 Iron Grip Disarm immunity: +98% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Isildamira the yew wand of lightning storm [power 242] (5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +2 Damage when hit (Melee): 6 physical Changes stats: +1 Str It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. * Increase all damage by 11% for 2 turns. * Heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Zubysessra the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +3% blight / +3% temporal Spell save: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% 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! |
| On fingers | rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
| Around neck | Mayylle the FloepealInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +2 Wil Changes resistances: +16% darkness / +12% fire / +14% cold / +5% arcane / +10% light Changes damage: +6% arcane / +9% cold Mental save: +7 (+3 eff.) Blindness immunity: +26% Confusion immunity: +12% Mindpower: +5 (+3 eff.) Amulets make your neck look great! |
| In main hand | Xeriyath the Murkhack (120% power, 16 apr, blight element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +16 Crit. chance: +15.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances penetration: +5% nature / +5% fire Changes damage: +21% nature / +20% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | GloryssraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% blight / +6% fire / +6% cold Changes resistances penetration: +20% arcane Spell save: +3 (+1 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+3 eff.) A belt that goes around your waist. |
| In off hand | Grinyndur the Furnacetyphoon (100% power, 10 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +10 Crit. chance: +10.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes resistances: +9% acid / +6% temporal / +6% fire / +3% nature / +5% arcane Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | linen cloak 'Eremyneg' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +30 (+10 eff.) Physical power: +5 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +1% physical / +15% nature / +15% cold Changes damage: +9% physical Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Eilinyserin' (15 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Cun Changes resistances: +11% blight / +10% darkness / +10% mind / +9% all Changes damage: +11% blight / +6% physical / +9% light / +8% darkness Critical mult.: +5.00% Physical save: +11 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +20 (+7 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 139% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 540%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% 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 Strength 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. |
regeneration infusion of the wizard (heal 292; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. 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. |
blink rune of the warrior (range 6; phase 19; 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: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 Strength 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 22; cd 11)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: 11 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 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
insulating copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
steel ring 'Suncut'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 light Changes stats: +4 Str / +9 Con Changes resistances: +3% light Changes damage: +3% cold Physical save: +15 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Buhell (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Armour: +2 Defense: +1 (+0 eff.) Changes stats: +3 Con Changes resistances: +1% physical Changes resistances penetration: +15% acid Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emorikira (20 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +20 (+6 eff.) Changes resistances: +12% acid / +12% physical / +11% fire / +3% blight / +12% cold / +6% mind / +9% all Changes damage: +6% acid / +7% physical / +6% fire / +10% arcane / +7% cold Talent cooldown: Refit Golem (-3 turns) Spell save: +18 (+6 eff.) Maximum mana: +23.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidthorn the iron helm (20 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Defense: +20 (+6 eff.) Fatigue: +5% Damage when hit (Melee): 4 acid / 2 physical Changes stats: +3 Con Changes damage: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tygakhad the Satyrwrest (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 4 darkness Changes stats: +2 Str Changes resistances: +11% nature / +9% mind / +3% darkness Changes damage: +19% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Frosthunger the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +1% physical Changes damage: +21% cold Blindness immunity: +20% Teleport immunity: +20% Life regen: +2.00 Maximum life: +41.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+4 eff.) Mindpower: +5 (+3 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 12/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'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. |
steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour: +8 Fatigue: +1% Damage when hit (Melee): 20 physical Tinkers can be attached to normal items to improve them with steam power! |
focusing dwarven-steel torque of mindblast [power 220] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Khelerim [power 116] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +3% mind Only die when reaching: -60.00 life It can be used to sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
Zerubers [power 110] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% mind Mindpower: +25 (+13 eff.) Mental crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of shielding [power 314] (5/26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kallor the Ogre Reaver level 11
43rd Dusk 122nd year of Ascendancy at 19:20 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Kallor the Ogre Reaver level 18
56th Haze 122nd year of Ascendancy at 03:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kallor the Ogre Reaver level 10
23rd Dusk 122nd year of Ascendancy at 23:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kallor the Ogre Reaver level 20
64th Haze 122nd year of Ascendancy at 13:14 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Kallor the Ogre Reaver level 18
56th Haze 122nd year of Ascendancy at 19:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kallor the Ogre Reaver level 5
13rd Dusk 122nd year of Ascendancy at 15:53 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kallor the Ogre Reaver level 5
11st Dusk 122nd year of Ascendancy at 20:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kallor the Ogre Reaver level 20
64th Haze 122nd year of Ascendancy at 16:38 see stats
Log
Zubelrama the assassin hits Kallor for 87 darkness damage.
Zubelrama the assassin hits Carrion worm mass for 142 darkness damage.
Zubelrama the assassin is free from the epidemic.
Zubelrama the assassin speeds up.
Zubelrama the assassin killed Carrion worm mass!
Weakness Disease from Kallor hits Zubelrama the assassin for (12 flat reduction), 1 blight (1 total damage).
Rotting Disease from Kallor hits Zubelrama the assassin for (12 flat reduction), 3 blight (3 total damage).
Blight Poison from Carrion worm mass hits Zubelrama the assassin for (12 flat reduction), 4 blight (4 total damage).
Carrion worm mass's wormblight area effect hits Zubelrama the assassin for (12 flat reduction), 21 blight (21 total damage).
Carrion worm mass's wormblight area effect hits Zubelrama the assassin for (12 flat reduction), 21 blight (21 total damage).
Kallor receives 14 healing from Carrion worm mass's wormblight area effect.
Zubelrama the assassin casts Searing Light.
Zubelrama the assassin hits Kallor for 77 light damage.
Zubelrama the assassin is free from the weakness disease.
Zubelrama the assassin is free from the rotting disease.
Blight Poison from Carrion worm mass hits Zubelrama the assassin for (12 flat reduction), 4 blight (4 total damage).
Kallor casts Drain.
Kallor's spell attains critical power!
Kallor's spell attains critical power!
Zubelrama the assassin is afflicted by a weakness disease!
Bone Spike hits Zubelrama the assassin for (9 flat reduction), 0 physical (0 total damage).
Kallor hits Zubelrama the assassin for (12 flat reduction), 49 blight (49 total damage).
Carrion worm mass bites blight poison into Zubelrama the assassin.
Carrion worm mass hits Zubelrama the assassin for (9 flat reduction), 0 physical, (12 flat reduction), 8 blight (8 total damage).
Melee retaliation hits Carrion worm mass for 14 darkness damage.
Zubelrama the assassin's light area effect hits Kallor for 39 light damage.
Carrion worm mass's wormblight area effect hits Zubelrama the assassin for (12 flat reduction), 29 blight (29 total damage).
Kallor receives 14 healing from Carrion worm mass's wormblight area effect.
Kallor the level 20 ogre reaver was sun baked to death by Zubelrama the assassin on level 1 of The Maze.






























































































