











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Cornac |
| Class | Archer |
| Level / Exp | 22 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Mayetha the red jelly at level 22 on the 26th Haze 122nd year of Ascendancy at 13:38 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 26 (base 24) |
| Dexterity | 69 (base 51) |
| Constitution | 31 (base 31) |
| Magic | 13 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 12) |
Resources
| Life | -307/573 |
| Stamina | 106/196 |
| Psi | 145/145 |
| Healing Factor | 1.1658714593977 |
| Regeneration | 0.29146786484944 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 30.388114253578 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 67 |
| Crit Chance | 4% |
| APR | 18 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +9% |
| Fire | +10% |
| Physical | +3% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +19% |
| Acid | +5% |
| Mind | +5% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 32 (38.594633868923%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 2.9238052216851 |
| Physical Save | 19 |
| Spell Save | 12 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Acid | + 10%( 70%) |
| Light | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| Cold | + 40%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 33%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Bleed Resistance | 40% |
| Confusion Resistance | 20% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 683% 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. |
| 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 648% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by Velemira the brown bear. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed xorn fragment. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Xaneth (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +4 Fatigue: +3% Changes resistances: +6% lightning / +8% fire / +9% cold Blindness immunity: +20% Stamina each turn: +2.00 Maximum life: +60.00 Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Galidig the Glacierpassion (14/14, 19-27 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 16 Damage (Ranged): +8 light / +20 cold / +14 mind Damage (radius 1) on hit: +20 cold Arrows are used with bows to pierce your foes to death. |
| Light source | SiluriamiraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% Changes stats: +2 Mag Maximum life: +43.00 Light radius: +6 See invisible: +9 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 | rough leather cap 'Amaregoran' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +2 Wil / +2 Cun Changes resistances penetration: +10% physical Changes damage: +3% physical / +9% temporal Mindpower: +4 (+2 eff.) A cap made of leather. |
| Tool | Emeleth the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Changes stats: +2 Str Changes resistances: +6% lightning / +6% darkness Changes damage: +8% mind / +10% fire Mental save: +15 (+7 eff.) Cut immunity: +20% Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Blazestreak the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +6% light / +12% cold Changes resistances penetration: +5% mind / +10% lightning Maximum psi: +40.00 Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Defense: +8 (+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 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | EmuriaveaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +1 Mag Spell save: +3 (+3 eff.) Maximum life: +32.00 Maximum stamina: +20.00 Light radius: +3 A belt that goes around your waist. |
| In main hand | swiftstrike yew longbow of dexterity (+2)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Travel speed: +200% When wielded/worn: Changes stats: +2 Cun / +8 Dex Changes resistances penetration: +9% physical Combat speed: +10% Longbows are used to shoot arrows at your foes. |
| On hands | Aryth the dwarven-steel gauntlets (0 def, 4 armour) =3 dex=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +12% cold Changes resistances penetration: +5% acid Mental save: +9 (+4 eff.) Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | volcanic hardened leather armour (9 def, 11 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +18% fire / +10% physical A suit of armour made of leather. |
| Cloak | Eilineralle the linen cloak (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +2 Cun / +2 Dex Reduces incoming crit damage: 5.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Porymithra the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +3% lightning / +3% physical Cut immunity: +20% Only die when reaching: -40.00 life Amulets make your neck look great! |
Inventory
wild infusion of the warrior (res 21%; physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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. |
copper amulet 'Charim' =3 cun/3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Con Changes resistances: +6% acid Blindness immunity: +10% Amulets make your neck look great! |
Nyldil the Cureschism =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 nature Changes stats: +3 Con Changes resistances: +5% arcane / +3% temporal / +6% nature / +3% light Physical save: +6 (+3 eff.) Rings make your fingers look great! |
marksman's copper ring =3 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
PrismwritherRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to reduce armor by 17% Damage (radius 1) on hit: +12 light When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +5% light / +8% physical Changes damage: +6% acid / +3% light / +6% lightning Longbows are used to shoot arrows at your foes. |
Girdle of the Calm Waters =3 wil=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of unlife =breathe=Powered 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. |
linen cloak 'Serpentschism' (1 def, 0 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% nature / +3% fire Changes damage: +15% nature / +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of light (+15%) (0 def, 0 armour) =5 wil/ 5 mag=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +15% light / +11% all Changes damage: +10% light Mana each turn: +0.10 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarretorach the Skygash (0 def, 3 armour) =2 str/ 6 con=Requires: - 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): 2 lightning Changes stats: +2 Str / +1 Wil / +6 Con Changes resistances: +7% lightning / +6% temporal Changes damage: +9% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+8 eff.) Maximum life: +60.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
cinder hardened leather gloves of strength (+4) (0 def, 2 armour) =4 str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +4 Str Changes resistances: +6% fire Changes damage: +4% fire 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. |
Bethukira the Taintworm (0 def, 1 armour) =3 cun/ 3 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +20% mind Changes damage: +3% mind A cap made of leather. |
stabilizing rough leather cap of the bounder (0 def, 1 armour) =5 str 5 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +5 Dex Physical save: +10 (+5 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 65.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +4.00 Maximum life: +32.00 Healing mod.: +12% A suit of armour made of leather. |
Hornet Stingers (20/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
deadly quiver of ash arrows of wind (19/19, 28-39 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 28.0 - 39.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (18/18, 18-24 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.5 - 24.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
305 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Starwasp (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +3% light Critical mult.: +10.00% Stamina each turn: +3.00 Only die when reaching: -20.00 life Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 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: +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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
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 (+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 6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 (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 243/400. 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. |
cleansing iron torque of clear mind [power 1] (15/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 128] (15/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Kirk the Cornac Archer level 19
1st Haze 122nd year of Ascendancy at 04:13 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kirk the Cornac Archer level 14
18th Dusk 122nd year of Ascendancy at 09:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kirk the Cornac Archer level 10
3rd Mirth 122nd year of Ascendancy at 04:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kirk the Cornac Archer level 20
15th Haze 122nd year of Ascendancy at 07:15 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Kirk the Cornac Archer level 15
53rd Dusk 122nd year of Ascendancy at 12:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kirk the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 14:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kirk the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 19:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kirk the Cornac Archer level 18
71st Dusk 122nd year of Ascendancy at 20:41 see stats
Log
You gain 5.00 gold from the transmogrification of scouring iron gauntlets of dexterity (+3) (0 def, 1 armour).
You gain 3.95 gold from the transmogrification of scouring dwarven-steel gauntlets (0 def, 2 armour).
You gain 4.82 gold from the transmogrification of hardened leather gloves of butchering (0 def, 2 armour).
You gain 2.30 gold from the transmogrification of dwarven-steel gauntlets of strength (+4) (0 def, 2 armour).
You gain 5.00 gold from the transmogrification of Eden's Guile (2 def, 1 armour).
You gain 4.83 gold from the transmogrification of slimy cashmere robe of life (0 def, 0 armour).
You gain 4.33 gold from the transmogrification of ancient cashmere robe (0 def, 0 armour).
You gain 15.29 gold from the transmogrification of Eilinobrewe the cashmere robe (0 def, 0 armour).
You gain 2.07 gold from the transmogrification of thick cashmere cloak of Iron Throne (2 def, 7 armour).
You gain 3.32 gold from the transmogrification of murderer's cashmere cloak (2 def, 0 armour).
You gain 1.96 gold from the transmogrification of enveloping cashmere cloak of the Shaloren (9 def, 0 armour).
You gain 25.00 gold from the transmogrification of hardened leather belt 'Arechik'.
You gain 0.87 gold from the transmogrification of grounding hardened leather belt of resilience.
You gain 20.99 gold from the transmogrification of Betharin the Willowveil (22-30 power, 4 apr).
You gain 5.40 gold from the transmogrification of shocking dwarven-steel steamsaw of evisceration (25-38 power, 0 apr).
You gain 1.17 gold from the transmogrification of dwarven-steel steamsaw of fire resistance (+16%) (20-29 power, 0 apr).
You gain 9.05 gold from the transmogrification of infernal yew magestaff of protection (20-24 power, 4 apr, cold element).
You gain 2.82 gold from the transmogrification of cruel ash vilestaff (15-18 power, 3 apr, fire element).
You gain 2.90 gold from the transmogrification of cruel ash magestaff (15-18 power, 3 apr, lightning element).
You gain 12.50 gold from the transmogrification of Tudil the dwarven-steel longsword (21-29 power, 4 apr).
You gain 4.30 gold from the transmogrification of truestriking dwarven-steel greatsword (35-56 power, 2 apr).
You gain 4.38 gold from the transmogrification of iron greatsword of evisceration (19-30 power, 1 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatsword (36-58 power, 2 apr).
You gain 6.61 gold from the transmogrification of warbringer's steel greatmaul of amnesia (27-40 power, 2 apr).
You gain 3.90 gold from the transmogrification of truestriking dwarven-steel greatmaul (39-58 power, 2 apr).
You gain 19.47 gold from the transmogrification of Frigidbreak the dwarven-steel dagger (19-25 power, 7 apr).
You gain 2.85 gold from the transmogrification of savage's gold ring.
You gain 4.97 gold from the transmogrification of gold ring of misery.
You gain 2.19 gold from the transmogrification of stabilizing gold amulet.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.


































































































