













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 22 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Dynn at level 22 on the 78th Haze 122nd year of Ascendancy at 07:31 / 2Killed by Dynn at level 22 on the 78th Haze 122nd year of Ascendancy at 08:04 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 28 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 75.35754530358 (base 44) |
| Cunning | 65.785848434527 (base 51) |
Resources
| Life | -140/583 |
| Hate | 100/100 |
| Equilibrium | 18 |
| Psi | 150/165 |
| Healing Factor | 1.3553636363637 |
| Regeneration | 7.793340909091 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 5 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 44 |
| Crit Chance | 20% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 88 |
| Accuracy | 44 |
| Crit Chance | 20% |
| APR | 42 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +9% |
| Nature | +15% |
| Physical | +2% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Physical | +5% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 8 |
| Physical Save | 24 |
| Spell Save | 28 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Physical | + 38%( 76%) |
| Cold | + 25%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 54%( 83%) |
| Light | + 34%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 25%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 41% |
| Fear Resistance | 28% |
| Knockback Resistance | 48% |
| Poison Resistance | 0% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Psiblades |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 20 damage from the next 1.6 attack(s). Guarded |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 27%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 63 mind and 54 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 27%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 86 Mind damage, and deal 73 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 40%) Suffocating |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Death |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+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 have explored the Maze and vanquished the Horned Horror. * 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. | 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 within | active |
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 | Rhadunathel (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Armour: +1 Changes resistances: +7% lightning / +6% temporal Physical save: +12 (+6 eff.) Knockback immunity: +10% Curse of Nightmares A pair of boots made of leather. |
| Light source | watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +21% Confusion immunity: +13% Light radius: +7 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 7 turns. The radius will increase with your Cunning. 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 | Sootminister (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +6% darkness Critical mult.: +15.00% Mindpower: +12 (+3 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (Shrouds) (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Ememina the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Changes stats: +3 Str Changes resistances: +6% nature / +3% darkness Disease immunity: +10% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of perseverance (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.00 Curse of Shrouds Rings can have magical properties. |
| On fingers | Erelentir the Infernovein (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage when hit (Melee): 6 mind Changes stats: +6 Str / +7 Con Changes resistances: +6% fire Changes damage: +18% mind Curse of Shrouds Rings can have magical properties. |
| Around neck | steel amulet 'Blastwrest'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical / +12% light / +6% temporal Changes damage: +9% lightning Stun/Freeze immunity: +10% Knockback immunity: +10% Stamina each turn: +0.40 Amulets can have magical properties. |
| In main hand | honing thorny mindstar (Nightmares) (8.5-9.35 power, 42 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 89% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +42 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +3% physical Changes resistances penetration: +5% physical Changes damage: +2% physical Mindpower: +11 (+3 eff.) Mental crit. chance: +3% Curse of Nightmares 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. |
| Around waist | Mucustrial (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +4 Cun / +3 Wil Changes resistances: +3% lightning Changes resistances penetration: +15% lightning / +20% nature Damage against: +16% Summoned Reduced damage from: +19% Summoned Curse of Shrouds A belt that goes around your waist. |
| In off hand | gifted thorny mindstar of disruption (Nightmares) (9-9.9 power, 42 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 89% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +42 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +8% Unnatural When wielded/worn: Mindpower: +18 (+5 eff.) Mental crit. chance: +3% Curse of Nightmares 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. |
| Cloak | Ebonyparry the linen cloak (Nightmares) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Wil Changes resistances: +6% darkness / +3% acid Changes damage: +3% acid Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +6 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of Eyal (Shrouds) (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+8 eff.) Fatigue: +8% Life regen: +4.50 Maximum life: +67.00 Healing mod.: +22% Curse of Shrouds A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion (speed 549%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
starlit copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
Manofast the Airhunter (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +6 Str / +8 Con Changes resistances: +12% lightning Changes resistances penetration: +10% blight Blindness immunity: +20% Stun/Freeze immunity: +26% Life regen: +3.00 Infravision radius: +3 See stealth: +5 See invisible: +9 Curse of Corpses Rings can have magical properties. |
Nerunor the copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances penetration: +5% blight Changes damage: +6% arcane Spell save: +12 (+6 eff.) Mental save: +9 (+4 eff.) Hate when firing a critical mind attack: +4.00 Curse of Shrouds Rings can have magical properties. |
marksman's copper ring of darkness (+20%) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Curse of Nightmares Rings can have magical properties. |
marksman's copper ring of the mountain (+10%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Changes resistances: +10% physical Changes damage: +10% physical Curse of Misfortune Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Xerenor (Corpses) (28-36.4 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Defense: +20 (+13 eff.) Changes resistances: +12% cold / +6% temporal Physical save: +12 (+6 eff.) Mindpower: +10 (+3 eff.) Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel mace of crippling (Nightmares) (25.5-35.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 cold When wielded/worn: Physical crit. chance: +8.0% Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Flashgasher (Corpses) (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +20% light / +15% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +2% Light radius: +2 Curse of Corpses 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. |
This item will automatically be transmogrified when you leave the level.yew starstaff 'Rootgrind' (Madness) (20-24 power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind / +15% cold Changes resistances penetration: +20% nature Changes damage: +20% light / +3% mind Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
insulating rough leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire Curse of Nightmares A belt that goes around your waist. |
Belorach the linen cloak (Shrouds) (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +9 (+8 eff.) Armour penetration: +1 Defense: +4 (+4 eff.) Changes resistances: +12% cold Stamina each turn: +1.00 Maximum life: +31.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velayamira (Nightmares) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Str / +4 Mag / +2 Cun / +2 Con Changes resistances: +5% arcane Grants telepathy: Humanoid/Orc Light radius: +1 See invisible: +18 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wildvenom (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 64% * 10% chance to reduce damage dealt by 29% Changes stats: +2 Str / +2 Con Changes resistances: +9% nature Physical save: +3 (+1 eff.) Knockback immunity: +10% Only die when reaching: -60.00 life Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhudradil (Madness) (29 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Defense: +29 (+18 eff.) Changes stats: +6 Con / +2 Wil Changes resistances: +9% lightning / +10% darkness / +9% blight / +9% fire / +9% light / +9% cold Changes damage: +9% nature Critical mult.: +5.00% Physical save: +32 (+16 eff.) Spell save: +35 (+16 eff.) Mental save: +15 (+6 eff.) Poison immunity: +38% Disease immunity: +43% Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Mindpower: +9 (+3 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. It was changed by the digestive sack. |
pair of rough leather boots 'Xeryrin' (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +12% nature Reduces incoming crit damage: 5.00% Physical save: +11 (+5 eff.) Mental save: +11 (+5 eff.) Confusion immunity: +10% Knockback immunity: +10% Life regen: +2.00 Maximum life: +40.00 Curse of Shrouds A pair of boots made of leather. |
Flamewrought (Nightmares) (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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 74.23 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. |
Rootlady (Shrouds) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes stats: +6 Str / +5 Wil / +6 Con Changes resistances: +11% nature / +9% blight Changes resistances penetration: +5% blight Changes damage: +5% nature Talent mastery: +0.40 Technique / Grappling Disarm immunity: +42% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Frigidwinnow' (Madness) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage when hit (Melee): 8 cold Changes stats: +4 Str / +2 Dex / +5 Con Changes resistances: +9% cold Mental save: +6 (+3 eff.) Maximum life: +43.00 See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armygund the rough leather cap (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Wil Maximum hate: +6.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Curse of Shrouds A cap made of leather. |
iron helm 'Faleregogar' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +2 Mag Physical save: +11 (+5 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's rough leather cap of the depths (Shrouds) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +5% cold Allows you to breathe in: water Spell save: +4 (+2 eff.) Maximum life: +42.00 Healing mod.: +11% Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Isluvea the dwarven-steel mail armour (Shrouds) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +3% acid / +24% fire Mental save: +6 (+3 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +10% Curse of Shrouds A suit of armour made of mail. |
Glabeth the cured leather armour (Nightmares) (12 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Armour: +4 Defense: +12 (+9 eff.) Fatigue: +7% Changes resistances: +16% lightning / +17% fire Critical mult.: +10.00% Physical save: +9 (+4 eff.) Only die when reaching: -40.00 life Curse of Nightmares A suit of armour made of leather. |
4 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. |
336 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+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. |
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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 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. |
4 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. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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 Dynn the Cornac Doomed level 21
56th Haze 122nd year of Ascendancy at 00:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dynn the Cornac Doomed level 10
9th Flare 122nd year of Ascendancy at 14:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dynn the Cornac Doomed level 20
46th Haze 122nd year of Ascendancy at 11:39 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dynn the Cornac Doomed level 17
36th Dusk 122nd year of Ascendancy at 05:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dynn the Cornac Doomed level 20
46th Haze 122nd year of Ascendancy at 17:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dynn the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 03:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dynn the Cornac Doomed level 7
79th Pyre 122nd year of Ascendancy at 15:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dynn the Cornac Doomed level 19
45th Haze 122nd year of Ascendancy at 17:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dynn the Cornac Doomed level 22
78th Haze 122nd year of Ascendancy at 07:31 see stats
Log
Dynn activates Deflection.
Dynn uses Infusion: Healing.
Dynn receives 233 healing from Infusion: Healing.
Dynn uses Infusion: Movement.
Dynn is moving at extreme speed!
Dynn starts suffocating to death!
Dynn is suffocating.
You have deflected 24 incoming damage!
You fight through the pain! (+2 hate)
Dynn hits Dynn for (24 deflected) damage.
You have deflected 24 incoming damage!
You fight through the pain! (+5 hate)
Dynn slows down.
Dynn hits Dynn for (24 deflected) damage.
You have deflected 25 incoming damage!
You fight through the pain! (+7 hate)
Dynn hits Dynn for (25 deflected) damage.
You have deflected 24 incoming damage!
Your hatred grows even as your life fades! (+14 hate)
Dynn hits Dynn for (24 deflected) damage.
You have deflected 24 incoming damage!
Your hatred grows even as your life fades! (+16 hate)
An elite foe has fallen to your hate! (+8 hate)
Saving game...




























































































