











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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. Forbidden Cults 1.5.9Official 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 | Krog |
| Class | Marauder |
| Level / Exp | 19 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Gloronne the cave bear at level 19 on the 29th Regrowth 123rd year of Ascendancy at 06:45 / 2Killed by Nerenne the large brown snake at level 19 on the 29th Regrowth 123rd year of Ascendancy at 06:51 |
| Antimagic | Follower |
Primary Stats
| Strength | 59 (base 47) |
| Dexterity | 40 (base 30) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 34 (base 18) |
| Cunning | 18 (base 11) |
Resources
| Life | -72/722 |
| Stamina | 238/239 |
| Equilibrium | 0 |
| Healing Factor | 1.3261497326203 |
| Regeneration | 22.864299463413 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +87.719298245614% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 40 |
| Crit Chance | 29% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.08934837382 (81.030927835052%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 29 |
| Physical Save | 26 |
| Spell Save | 28 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 14%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 24%( 70%) |
| Lightning | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 94% |
| Poison Resistance | 5% |
| Blind Resistance | 5% |
| Disarm Resistance | 35% |
| Bleed Resistance | 20% |
| Teleport Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Magic stat. |
| 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 439% 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 Constitution stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.46 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The thrill of combat improves the target's maximum life by 9%, life regeneration by 13.89, and stamina regeneration by 2.78. Bloodbath |
| beneficial effect | You gain 30% resistance against acid. Resolve |
| detrimental effect | Reduces global action speed by 14%. Slow |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost sun paladin from death by Gloronne the cave bear. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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. You have been shown a secret entrance to his stronghold. | 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within11 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Hurymas the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Dex Changes resistances: +6% lightning / +5% temporal Life regen: +0.40 Healing mod.: +15% A pair of boots made of leather. |
| Light source | Eilinimitira the SunradianceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to blind Changes stats: +1 Con Changes resistances: +7% blight Blindness immunity: +5% Disarm immunity: +15% Life regen: +1.10 Only die when reaching: -60.00 life Light radius: +4 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 | Lisyma the dwarven-steel helm (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +10 Fatigue: +4% Changes stats: +3 Dex / +5 Wil / +3 Cun Changes resistances: +7% blight / +7% temporal / +5% lightning Spell save: +3 (+1 eff.) Mental save: +7 (+2 eff.) Poison immunity: +5% Cut immunity: +20% Knockback immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic iron gauntlets (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 (+2 eff.) Maximum life: +41.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of thorny skin 'Nerikira' [power 17] (10/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +2 Con Changes damage: +3% physical It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
| On fingers | savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
| Around neck | steel amulet 'Urista'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind / +7% physical Talent mastery: +0.16 Technique / Conditioning Confusion immunity: +22% Stamina each turn: +0.40 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spellpower: +6 (+3 eff.) Amulets can have magical properties. |
| In main hand | Iviwen (27-37.8 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * cripple the target * burns latent spell energy Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% light / +6% acid Teleport immunity: +10% Blunt and deadly. |
| Around waist | PoranorInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil Critical mult.: +25.00% Mental save: +8 (+2 eff.) Equilibrium when hit: +0.20 Maximum life: +53.00 A belt that goes around your waist. |
| In off hand | dwarven-steel dagger 'Layuyawen' (22.5-29.25 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +9% darkness / +3% lightning Spell save: +12 (+6 eff.) Sharp, short and deadly. |
| Cloak | Rhirach (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +5% arcane Maximum life: +41.00 Maximum stamina: +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel plate armour of Eyal (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+4 eff.) Fatigue: +24% Changes stats: +4 Cun / +4 Wil Mental save: +14 (+4 eff.) Life regen: +1.60 Maximum life: +59.00 Healing mod.: +12% A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 103)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 103 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower 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. |
regeneration infusion of the warrior (heal 279 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. 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 ability. |
wild infusion of the duelist (resist 14%; cure physical)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 physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Areda the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Mag / +7 Wil / +1 Con Changes resistances: +10% cold / +10% fire Infravision radius: +3 Amulets can have magical properties. |
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 (+3 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... |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
FlashstakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes stats: +2 Con Changes resistances: +6% light / +3% blight Changes damage: +3% blight Spell save: +12 (+6 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings can have magical properties. |
titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Rings can have magical properties. |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
warrior's copper ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
Polimira the steel longsword (15-21 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +12 blight When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances penetration: +25% acid / +7% darkness / +8% mind / +10% blight Changes damage: +6% acid Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+4 eff.) It can be used to activate talent Battle Call (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
rough leather belt 'Eilinybeth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+6 eff.) Changes stats: +4 Cun Changes damage: +3% mind Critical mult.: +5.00% Stealth bonus: +6 Mindpower: +8 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Islusema'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +21% acid / +6% temporal / +18% fire / +3% nature / +6% cold A belt that goes around your waist. |
Blazegore the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +4 Wil / +1 Con Changes damage: +3% fire Grants telepathy: Humanoid/Orc Maximum life: +31.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzletorrent (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Wil Changes resistances: +3% mind Changes damage: +6% light Mental save: +6 (+2 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlereign (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +7 (+5 eff.) Changes stats: +2 Dex Changes damage: +12% fire / +9% physical Physical save: +9 (+4 eff.) Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silewe the Scaldrebel (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% fire / +3% cold / +9% nature / +3% temporal Spell save: +6 (+3 eff.) Maximum life: +40.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamutohell the Glimmerlady (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +3 (+3 eff.) Changes stats: +8 Con Changes damage: +6% physical Physical save: +19 (+9 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindraider the pair of iron boots (11 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+7 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Wil Changes damage: +6% darkness Light radius: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Torondur (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% acid / +3% temporal / +3% nature Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Spell save: +12 (+6 eff.) A pair of boots made of leather. |
pair of iron boots 'Gleambraid' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex Changes resistances penetration: +5% light Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Maximum stamina: +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Manikan' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +9 Fatigue: +2% Changes stats: +3 Str Changes damage: +6% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
iron gauntlets 'Ravenwreck' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage when hit (Melee): 4 darkness Changes stats: +3 Str Changes resistances: +3% light / +6% lightning Changes damage: +12% darkness Blindness immunity: +10% Only die when reaching: -20.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
Baridir the iron helm (0 def, 7 armour) =20 respen=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +4 Dex Changes resistances: +5% lightning / +6% temporal / +6% acid Changes resistances penetration: +20% physical Stamina each turn: +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bethamira (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +10 (+7 eff.) Ranged Defense: +9 (+6 eff.) Changes stats: +1 Wil / +4 Con Changes resistances: +16% nature / +3% darkness Changes damage: +11% nature Confusion immunity: +5% Infravision radius: +2 A pointy cloth hat, very wizardly... |
Emelylema (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 physical Changes stats: +3 Str / +5 Dex / +3 Mag Changes resistances: +3% nature / +3% temporal Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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 193.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Furnacebiter the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 20 fire Changes stats: +4 Str Changes resistances: +24% fire Changes resistances penetration: +15% fire Changes damage: +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Olyfast the Prismpunish (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Cun Changes resistances: +9% mind / +12% light Changes damage: +3% mind Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Salyyarana (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +6% blight / +12% fire / +12% nature Changes resistances penetration: +25% acid Physical save: +6 (+3 eff.) Spell save: +30 (+14 eff.) A pointy cloth hat, very wizardly... |
insulating hardened leather cap of strength (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +7% cold / +9% fire A cap made of leather. |
iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Startyphoon' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Changes resistances: +5% cold / +6% fire Changes resistances penetration: +15% light Changes damage: +6% light Light radius: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +15% fire A suit of armour made of mail. |
Nimbusrain the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to blind Changes resistances: +12% lightning Changes resistances penetration: +20% light Changes damage: +3% lightning Life regen: +2.10 Stamina each turn: +0.80 A suit of armour made of leather. |
8 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. |
210 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. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brodiladas the FlashraptorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +2 Cun / +2 Con Changes resistances penetration: +10% lightning Changes damage: +6% mind 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. |
Turiruihor the SkymireInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +3% temporal / +3% light / +5% arcane / +3% all Spell save: +6 (+3 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
steel torque of thermal psionic shield 'Crackleglean' [power 45] (10/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 lightning Changes resistances: +6% acid It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. 100% chance to regenerate 3 psi. 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
forceful ash totem of thorny skin [power 30] (10/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
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. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Blackwater Park the Krog Marauder level 17
80th Haze 122nd year of Ascendancy at 08:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Blackwater Park the Krog Marauder level 9
41st Dusk 122nd year of Ascendancy at 03:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Blackwater Park the Krog Marauder level 10
47th Dusk 122nd year of Ascendancy at 05:52 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Blackwater Park the Krog Marauder level 17
37th Haze 122nd year of Ascendancy at 15:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Blackwater Park the Krog Marauder level 6
10th Dusk 122nd year of Ascendancy at 11:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Blackwater Park the Krog Marauder level 16
70th Dusk 122nd year of Ascendancy at 15:39 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Blackwater Park the Krog Marauder level 19
29th Regrowth 123rd year of Ascendancy at 06:45 see stats
Log
Blackwater Park is invigorated by the attack!
Blackwater Park's blood frenzy intensifies!
Nerenne the large brown snake shrugs off the effect 'Cripple'!
Blackwater Park is invigorated by the attack!
Blackwater Park hits Nerenne the large brown snake for (62 to psi shield), 117 physical, 0 arcane, (5 to psi shield), 3 nature, 0 arcane, (6 to psi shield), 7 fire, (20 to psi shield), 10 physical, 0 arcane, 0 arcane, (6 to psi shield), 7 fire (143 total damage).
Nerenne the large brown snake hits Blackwater Park for 0 arcane, 0 arcane (0 total damage).
Gloronne the cave bear uses Oozebeam.
Blackwater Park is invigorated by the attack!
Nerenne the large brown snake hits Blackwater Park for (13 parried), 35 physical, 20 physical (55 total damage).
Gloronne the cave bear hits Blackwater Park for 174 nature damage.
Lisoremina the giant lightning ant's Beyond the Flesh hits Blackwater Park for (13 parried), 3 physical, 20 physical (23 total damage).
Nerenne the large brown snake's Beyond the Flesh hits Blackwater Park for 48 physical, 20 physical (68 total damage).
Lisoremina the giant lightning ant uses Telekinetic Smash.
Lisoremina the giant lightning ant misses Blackwater Park.
Lisoremina the giant lightning ant hits Blackwater Park for (13 parried), 6 physical, 20 physical (26 total damage).
Nerenne the large brown snake's armor corrodes!
Blackwater Park is invigorated by the attack!
Nerenne the large brown snake is fully armored again.
Nerenne the large brown snake's magic has been purged!
Blackwater Park performs a melee critical strike against Nerenne the large brown snake!
Nerenne the large brown snake's armor corrodes!
Blackwater Park is invigorated by the attack!
Blackwater Park's blood frenzy intensifies!
Blackwater Park hits Nerenne the large brown snake for (62 to psi shield), 41 physical, 0 arcane, (5 to psi shield), 3 nature, 0 arcane, (6 to psi shield), 7 fire, (42 to psi shield), 22 physical, 0 arcane, 0 arcane, (6 to psi shield), 7 fire (79 total damage).
Nerenne the large brown snake hits Blackwater Park for 0 arcane, 0 arcane (0 total damage).
Gloronne the cave bear uses Acidbeam.
Blackwater Park is invigorated by the attack!
Gloronne the cave bear hits Blackwater Park for 158 acid damage.
Saving game...











































































































