










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 19 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Ivubeth the honey tree at level 19 on the 8th Haze 122nd year of Ascendancy at 21:21 / 1 |
Primary Stats
| Strength | 20 (base 15) |
| Dexterity | 26 (base 21) |
| Constitution | 13 (base 10) |
| Magic | 50 (base 46) |
| Willpower | 17 (base 10) |
| Cunning | 27 (base 21) |
Resources
| Life | -5/684 |
| Mana | 17/248 |
| Stamina | 98/132 |
| Healing Factor | 1.2459415152858 |
| Regeneration | 3.5509333185644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.181053733966% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 39 |
| Crit Chance | 12% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 39 |
| Crit Chance | 12% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Acid | +12% |
| Mind | +8% |
| Blight | +3% |
| Physical | +23% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +10% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 45.416050405667 (81.629213483146%) |
| Defense | 24 |
| Ranged Defense | 35 |
| Fatigue | 13 |
| Physical Save | 41 |
| Spell Save | 27 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 14%( 70%) |
| Acid | + 21%( 70%) |
| Darkness | + 25%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 421 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 565% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Arcane Shield |
| talent | Shielding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.57 nature damage per turn and decreasing all heals received by 15%. Insidious Poison |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 6. Intimidated |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| detrimental effect | Reduces global action speed by 15%. Slow |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by Ivubeth the honey tree. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed orc heart. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Shinetrail (0 def, 6 armour) =30 blind=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Damage when hit (Melee): 4 acid Changes resistances: +6% acid Changes resistances penetration: +20% acid / +5% light Infravision radius: +1 A pair of boots made of leather. |
| Light source | Islada the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Dex / +1 Mag / +4 Cun Maximum life: +43.00 Light radius: +2 See invisible: +12 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 | Quasit's Skull (0 def, 12 armour) =stun 30=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | rough leather gloves 'Layatira' (0 def, 7 armour) =60 mana=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Damage when hit (Melee): 4 arcane Changes damage: +3% blight / +3% physical Critical mult.: +5.00% Maximum mana: +60.00 Heals friendly targets nearby when you use a nature summon: +40 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Poligatira' (dig speed 7 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +2 Defense: +5 (+2 eff.) Changes stats: +5 Str Changes resistances: +7% physical Changes damage: +8% mind / +7% fire Physical save: +11 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +17 (+8 eff.) Life regen: +0.20 Maximum life: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ebonywolf =life=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes resistances: +15% darkness Physical save: +30 (+10 eff.) Life regen: +0.50 Stamina each turn: +0.80 Maximum life: +55.00 Healing mod.: +15% Rings can have magical properties. |
| On fingers | Skyravager =life=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +15% acid Changes damage: +12% acid / +6% lightning Life regen: +0.60 Maximum life: +49.00 Healing mod.: +12% Rings can have magical properties. |
| Around neck | grounding copper amulet of mastery (0.10 Technique / Two-handed assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Technique / Two-handed assault Stun/Freeze immunity: +20% Amulets can have magical properties. |
| In main hand | short yew starstaff of illumination (20-24 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 74.44 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Blastwrecker =+life, daze=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind / 16 lightning Changes resistances: +3% lightning Changes damage: +6% lightning Maximum life: +31.00 A belt that goes around your waist. |
| In off hand | Infernostalker (10.5-13.65 power, 5 apr) =11 gloom=Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +21% fire Changes resistances penetration: +10% fire Mental save: +6 (+3 eff.) Mental crit. chance: +2% Sharp, short and deadly. |
| Cloak | Bethanne the linen cloak (7 def, 0 armour) =45 mana=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +2 (+2 eff.) Defense: +7 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +1 Dex / +1 Mag / +2 Wil Spell save: +5 (+2 eff.) Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness Life regen: +1.30 Maximum life: +50.00 Light radius: +1 Healing mod.: +10% A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 143)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
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 (+4 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... |
DeepsfoeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +1 Str / +1 Wil Changes resistances: +22% nature / +9% darkness Changes damage: +11% nature / +3% darkness Light radius: +1 Rings can have magical properties. |
warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
Arcnull the iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +9 insidious poison / +16 darkness Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes damage: +6% lightning Sharp, short and deadly. |
iron dagger 'Ebonywisp' (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 light Burst (radius 2) on crit: +4 mind Damage against: +4% Undead When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% darkness Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Blindonslaught the elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Dex Changes resistances: +3% light Changes resistances penetration: +18% physical Critical mult.: +25.00% Light radius: +1 Longbows are used to shoot arrows at your foes. |
Mayowen the Gleamstreaker =3 con=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Cun / +3 Con Changes resistances: +12% light Mental save: +5 (+2 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Aresebeth' =2 str=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +2 Str / +1 Con Changes resistances: +5% light / +5% darkness Changes damage: +6% mind See invisible: +3 A belt that goes around your waist. |
Mardonik the linen cloak (1 def, 0 armour) =+life +2 dex +2 mag=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +2 Dex / +3 Mag Maximum life: +32.00 Light radius: +3 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthygokan the linen cloak (1 def, 6 armour) =8 str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +8 Str / +2 Dex Changes resistances: +12% cold Grants telepathy: Demon/Minor Demon/Major 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. |
pair of iron boots 'Salyriatira' (3 def, 3 armour) =1 str 3 wil 4 cun=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 8 mind Changes stats: +1 Str / +3 Wil / +4 Cun Hate when firing a critical mind attack: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelidhekira the Sootbearer (0 def, 1 armour) =2 cun=Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +1 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 darkness Changes stats: +2 Cun Changes resistances: +15% darkness Changes damage: +15% darkness Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.2 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Glyrin the rough leather gloves (0 def, 1 armour) =3 mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to disease Changes stats: +3 Mag Changes damage: +4% arcane / +9% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murkmaster the iron gauntlets (0 def, 1 armour) =6 str=Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+5 eff.) Armour: +1 Changes stats: +6 Str Changes damage: +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
polar rough leather gloves of dexterity (+3) (0 def, 1 armour) =+acc=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +3% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcfurnace (1 def, 0 armour) =4 mag=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Mag Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
Glarepunish (1 def, 0 armour) =6 cun 5 wil=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Cun / +5 Wil Changes damage: +6% light Reduces incoming crit damage: 5.00% Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Manurayon the rough leather cap (0 def, 1 armour) =3 dex 3 cun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Equilibrium when hit: +0.04 Maximum psi: +20.00 Mindpower: +8 (+6 eff.) A cap made of leather. |
Noharadan the iron helm (0 def, 3 armour) =2 str 5 con=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Wil / +2 Cun / +5 Con Changes resistances: +9% temporal Spell save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Radiancefist' (0 def, 1 armour) =15 blind 100 mana=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes stats: +3 Con / +3 Wil Maximum mana: +100.00 Spell crit. chance: +2% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Brightwhisper (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +9 Wil Changes resistances: +17% cold Critical mult.: +10.00% Mental save: +10 (+5 eff.) Light radius: +2 A suit of armour made of leather. |
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. |
312 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Polunor' =30 slow=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% blight / +3% fire / +3% light Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +10% 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 One =lucid=Infused 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 (+4 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 5 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 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), 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. |
Gloombait the iron torque of psychoportation [power 21] (30 cooldown) =tp=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +12% mind / +3% darkness Changes damage: +12% mind It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hawkmoon the Cornac Arcane Blade level 8
20th Dusk 122nd year of Ascendancy at 01:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hawkmoon the Cornac Arcane Blade level 10
29th Dusk 122nd year of Ascendancy at 23:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hawkmoon the Cornac Arcane Blade level 7
12nd Dusk 122nd year of Ascendancy at 08:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hawkmoon the Cornac Arcane Blade level 7
3rd Summertide 122nd year of Ascendancy at 04:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hawkmoon the Cornac Arcane Blade level 16
71st Dusk 122nd year of Ascendancy at 00:41 see stats
Log
Hawkmoon is poisoned!
Layutta the sandworm resists the mind attack!
Hawkmoon hits Layutta the sandworm for 4 acid, 40 lightning, 4 arcane, 4 mind, 5 light (58 total damage).
Layutta the sandworm hits Hawkmoon for 87 physical, 2 nature, 8 temporal, 9 nature, 5 fire (110 total damage).
Hawkmoon slows down.
Hawkmoon receives 23 healing.
Insidious Poison from Layutta the sandworm hits Hawkmoon for 2 nature damage.
Warg is recovering from the damage!
Warg slows down.
Ivubeth the honey tree's Slime Spit hits Warg for 182 nature damage.
Fox is not dazed anymore.
Fox is fully armored again.
Ivubeth the honey tree uses Oozebeam.
Hawkmoon slows down.
Warg receives 18 healing.
Ivubeth the honey tree hits Hawkmoon for 182 nature damage.
Warg is recovering from the damage!
Warg slows down.
Ivubeth the honey tree's Slime Spit hits Warg for 134 nature damage.
Hawkmoon's morale has been lowered.
Ivubeth the honey tree's Slime Spit hits Warg for 87 nature damage.
Hawkmoon receives 23 healing.
Insidious Poison from Layutta the sandworm hits Hawkmoon for 2 nature damage.
Warg deactivates Daunting Presence.
Ivubeth the honey tree uses Acidbeam.
Saving game...























































































