Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 15 / 67% |
| Size | big |
| Lifes / Deaths | Killed by minotaur at level 15 on the 22nd Dusk 122nd year of Ascendancy at 03:08 / 1 |
Primary Stats
| Strength | 52 (base 41) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 44 (base 33) |
| Cunning | 21 (base 10) |
Resources
| Life | -4/350 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.4 |
| Regeneration | 42.77 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | +14% |
Defense: Base
| Armour (hardiness) | 22.19 (73.452380952381%) |
| Defense | 6 |
| Ranged Defense | 9 |
| Fatigue | 13 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| 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 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution 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 mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | A flow of life spins around the target, regenerating 29.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Spit Poison (+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 have explored the Old Forest and vanquished Wrathroot. * 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. | 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 Alchemists | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+2 eff.) (-) Ranged Defense: +3 (+3 eff.) (-) Fatigue: -4% (-) Maximum encumbrance: +21 (-) Physical save: +6 (+3 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused 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 (101 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Demonhash (0 def, 3 armour) (On head)] Demonhash (0 def, 3 armour)Demonhash (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Con Changes resistances: +6%(-) lightning / +6%(-) temporal Changes damage: +3%(-) physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | [vs. savior's copper ring of perseverance (On fingers, 1 of 2)] savior's copper ring of perseverancesavior's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +7 (+3 eff.) (-) Stun/Freeze immunity: +20% (-) Life regen: +0.80 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savior's copper ring of perseverance (On fingers, 1 of 2)] warrior's copper ring of time (+11%)warrior's copper ring of time (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt 'Demonriver' (Around waist)] rough leather belt 'Demonriver'rough leather belt 'Demonriver' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) (-) Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 0(-30) item darkness numbing Changes damage: +6%(-) mind Spell save: +6 (+3 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-) Physical crit. chance: +8.0% (-) Attack speed: 100% (-) Burst (radius 2) on crit: +24(-) arcane silence When wielded/worn: Physical crit. chance: +2.0% (-) Changes stats: +4(-) Dex / +4(-) Cun / +4(-) Mag Changes damage: +8%(-) arcane / +4%(-) all Spell crit. chance: +2% (-) Mental crit. chance: +2% (-) Amethyst: Arcane It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 2.4 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | [vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Technique / Bloodthirst Life regen: +0.50 (-) Healing mod.: +30% (-) Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | [vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Str / +1(-) Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. grounding copper amulet (Around neck)] grounding copper amuletgrounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12%(-) lightning Stun/Freeze immunity: +23% (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Wild (on body, 1 of 2)] wild infusion (resist 16%; cure physical)This item will automatically be transmogrified when you leave the level. wild infusion (resist 16%; 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: 19 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 16%(+2%) for 4(-) 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. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. biting gale rune (41 cold damage; 20 apply power)biting gale rune (41 cold damage; 20 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 41.04 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. grounding copper amulet (Around neck)] Malomarand the copper amuletMalomarand the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +0%(-12%) lightning Talent mastery: +0.10 Cursed / Fears Disease immunity: +5% Stun/Freeze immunity: +0% (-23%) Amulets can have magical properties. |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] copper ring of darkness (+22%)copper ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] copper ring of frost (+20%)copper ring of frost (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] copper ring of lightning (+22%)copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] steel ring of blinding strikesThis item will automatically be transmogrified when you leave the level. steel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 13% chance to blind Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's copper ring of perseverance (On fingers, 1 of 2)] warrior's steel ring of blight (+12%)warrior's steel ring of blight (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +12% blight Changes damage: +12% blight Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] ash vilestaff (15-18 power, 3 apr, darkness element)This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-17.0 - -23.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-3) Physical crit. chance: +3.0% (-5.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +0%(-8%) arcane / +15% darkness / +0%(-4%) all Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +2% (-) Mental crit. chance: +0% (-2%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] cruel ash starstaff of illumination (15-18 power, 3 apr, temporal element)This item will automatically be transmogrified when you leave the level. cruel ash starstaff of illumination (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-17.0 - -23.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-3) Physical crit. chance: +3.0% (-5.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +5.0% (+3.0%) Defense: +7 (+7 eff.) Effects on melee hit: * 5% chance to blind Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +15% temporal / +0%(-8%) arcane / +0%(-4%) all Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+5 eff.) Spell crit. chance: +2% (-) Mental crit. chance: +0% (-2%) Light radius: +3 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 59.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] iron battleaxe (14.5-21.75 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe (14.5-21.75 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8(-17.5 - -19.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-5) Physical crit. chance: +4.5% (-3.5%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +0%(-8%) arcane / +0%(-4%) all Spell crit. chance: +0% (-2%) Mental crit. chance: +0% (-2%) Massive two-handed battleaxes. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] steel greatmaul (30.5-45.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul (30.5-45.75 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8(-1.5 - +4.1) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-4) Physical crit. chance: +1.0% (-7.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +0%(-8%) arcane / +0%(-4%) all Spell crit. chance: +0% (-2%) Mental crit. chance: +0% (-2%) Massive two-handed mauls. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] thought-forged steel waraxe of persecution (14-19.6 power, 3 apr)This item will automatically be transmogrified when you leave the level. thought-forged steel waraxe of persecution (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6(-18.0 - -22.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-3) Physical crit. chance: +4.0% (-4.0%) Attack speed: 100% (-) On weapon hit: * 14% chance to cause random gloom (+14%) Damage (Melee): +7 mind Burst (radius 2) on crit: +0(-24) arcane silence Damage against: +6% Unnatural When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Mag / +3 Wil / +2(-2) Cun Changes damage: +0%(-8%) arcane / +0%(-4%) all Spell crit. chance: +0% (-2%) Mental crit. chance: +0% (-2%) One-handed war axes. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] Umbral Razor (25-32.5 power, 10 apr)This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-7.0 - -9.1) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+4) Physical crit. chance: +9.0% (+1.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence Damage conversion: 50% darkness When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +4(-) Mag / +4(-) Cun Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +0%(-8%) arcane / +5% darkness / +0%(-4%) all Stealth bonus: +10 Spell crit. chance: +0% (-2%) Mental crit. chance: +0% (-2%) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 67.35 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] vined mindstar (4.5-4.95 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-27.5 - -36.6) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Physical crit. chance: +3.0% (-5.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +0%(-8%) arcane / +0%(-4%) all Spell crit. chance: +0% (-2%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] vined mindstar (5.5-6.05 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-26.5 - -35.5) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Physical crit. chance: +3.0% (-5.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +0%(-8%) arcane / +0%(-4%) all Spell crit. chance: +0% (-2%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] vined mindstar 'Flamecut' (5-5.5 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. vined mindstar 'Flamecut' (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-27.0 - -36.1) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Physical crit. chance: +3.0% (-5.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +0(-24) arcane silence / +8 fire When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Damage when hit (Melee): 4 mind / 10 darkness Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes resistances: +3% fire Changes damage: +4% darkness / +0%(-8%) arcane / +3% mind / +0%(-4%) all Spell crit. chance: +0% (-2%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] ash longbow of coldThis item will automatically be transmogrified when you leave the level. ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-8.0%) Attack speed: 125% (+25%) Firing range: +7 Damage (Ranged): +8 cold Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +10% cold / +0%(-8%) arcane / +0%(-4%) all Spell crit. chance: +0% (-2%) Mental crit. chance: +0% (-2%) Longbows are used to shoot arrows at your foes. |
[vs. Tirakai's Maul (32-41.6 power, 6 apr) (In main hand)] steady cured leather sling of fireThis item will automatically be transmogrified when you leave the level. steady cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-8.0%) Attack speed: 125% (+25%) Firing range: +7 Damage (Ranged): +5 fire Burst (radius 2) on crit: +0(-24) arcane silence When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +0.0% (-2.0%) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-4) Mag Changes damage: +8% fire / +0%(-8%) arcane / +0%(-4%) all Talent cooldown: Steady Shot (-1 turn) Spell crit. chance: +0% (-2%) Mental crit. chance: +0% (-2%) Slings are used to hurl stones or metal shots at your foes. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] prismatic cured leather armour of cold resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +7% (-5%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-10%) acid / +10% light / +0%(-10%) blight / +17% cold / +0%(-10%) fire / +10%(-) darkness Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Healing mod.: +0% (-30%) A suit of armour made of leather. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] spiked iron mail armour of fire resistance (2 def, 4 armour)spiked iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 10 physical Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-10%) acid / +16%(+6%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Healing mod.: +0% (-30%) A suit of armour made of mail. |
[vs. traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] pair of iron boots of tirelessness (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +2% (+6%) Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] corrosive iron gauntlets (0 def, 1 armour)corrosive iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 5 acid Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +5% acid / +0%(-10%) fire Changes damage: +4% acid / +0%(-5%) fire Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Demonhash (0 def, 3 armour) (On head)] insulating linen wizard hat of fire (+22%) (1 def, 0 armour)insulating linen wizard hat of fire (+22%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-2) Con Changes resistances: +0%(-6%) lightning / +6% cold / +0%(-6%) temporal / +22% fire Changes damage: +0%(-3%) physical / +11% fire A pointy cloth hat, very wizardly... |
[vs. Demonhash (0 def, 3 armour) (On head)] shielding linen wizard hat of blight (+11%) (1 def, 0 armour)shielding linen wizard hat of blight (+11%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-2) Con / +3 Mag Changes resistances: +11% blight / +0%(-6%) temporal / +0%(-6%) lightning Changes damage: +11% blight / +0%(-3%) physical Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
3 agate 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. |
6 spinel 6 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 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
10 ametrine 10 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. |
8 citrine 8 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. |
8 zircon 8 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. |
opal 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. |
topaz 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 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Daingrak the Cornac Cursed level 10
5th Mirth 122nd year of Ascendancy at 18:55 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Daingrak the Cornac Cursed level 11
2nd Flare 122nd year of Ascendancy at 03:41 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Daingrak the Cornac Cursed level 13
9th Dusk 122nd year of Ascendancy at 13:02 see stats
Log
Shadow casts Blindside.
Shadow hits Daingrak for 25 physical damage.
White wolf howls
Minotaur hits Daingrak for 22 physical, 10 cold (32 total damage).
The Cog spins up and deflects the blow from Daingrak!
Bleeding from Drem hits Daingrak for 0 physical damage.
Daingrak receives 17 healing from Unnatural Body.
Daingrak hits Shadow for 141 arcane damage.
Daingrak killed Shadow!
Minotaur hits Daingrak for 27 physical, 10 cold (37 total damage).
Your hatred grows even as your life fades! (+16 hate)
Minotaur is not silenced anymore.
Something hits Daingrak for 120 blight damage.
Bleeding from Drem hits Daingrak for 8 physical damage.
Daingrak receives 17 healing from Unnatural Body.
Daingrak hits Minotaur for 115 arcane, (115 total damage).
Your hatred grows even as your life fades! (+4 hate)
Minotaur hits Daingrak for 26 physical, 10 cold (37 total damage).
Daingrak stops bleeding.
Daingrak receives 17 healing from Unnatural Body.
Daingrak uses Infusion: Wild.
Daingrak lessens the pain.
Daingrak uses Infusion: Regeneration.
Daingrak starts regenerating health quickly.
Minotaur uses Sunder Arms.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
