













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Female |
| Race | Ghoul |
| Class | Skirmisher |
| Level / Exp | 13 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 41st Dusk 122nd year of Ascendancy at 20:18 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 41 (base 39) |
| Constitution | 20 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 14 (base 11) |
| Cunning | 33 (base 28) |
Resources
| Life | -15/487 |
| Stamina | 133/186 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 8.606176920441 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 31.355337427401 |
| See Invisible | 31.355337427401 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 40 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Nature | +30% |
| Mind | +12% |
| Blight | +6% |
| Acid | +3% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 35.683544434606 (62.07905162586%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 9 |
| Mental Save | 19 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 10%( 70%) |
| Darkness | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Zubodhemira the Tempestbait (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +6% cold Changes damage: +3% lightning Maximum encumbrance: +23 Physical save: +14 (+7 eff.) Stun/Freeze immunity: +20% Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Heatstinger the pouch of iron shots (15/15, 14-17 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 Damage (Ranged): +12 acid / +4 fire / +12 cold Damage (radius 2) on crit: +4 fire Shots are used with slings to pummel your foes to death. |
| Light source | SerpentfameCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +2% physical Mental save: +3 (+2 eff.) Stun/Freeze immunity: +10% Maximum life: +40.00 Light radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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. |
| On head | Saluwen the Purekill (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes damage: +30% nature Mindpower: +3 (+2 eff.) A cap made of leather. |
| On hands | 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.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 3.0 Power cost: 6 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.24 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. |
| Tool | Olomasus [power 116] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +3 Changes resistances penetration: +15% blight Changes damage: +6% blight Maximum stamina: +10.00 Spellpower: +20 (+9 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Kilnlady'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Damage when hit (Melee): 6 fire Changes stats: +1 Dex / +1 Con Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper citrine ringPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Mag Life regen: +7.00 Maximum life: +41.00 Spellpower: +7 (+4 eff.) Light radius: +4 Infravision radius: +4 Healing mod.: +10% Rings make your fingers look great! |
| Around neck | BetumiveaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning / +5% arcane / +9% blight Changes resistances penetration: +5% acid Changes damage: +3% acid / +3% mind Stun/Freeze immunity: +23% Amulets make your neck look great! |
| In main hand | mighty cured leather sling of lightningRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +10 lightning When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Glorogassra'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 2 mind Changes stats: +1 Con Changes resistances: +6% light / +6% darkness Changes damage: +9% mind Maximum stamina: +30.00 A belt that goes around your waist. |
| In off hand | acidic dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 29-35 power, 75 block)Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 On weapon hit: * 15% chance to reduce armor by 28% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 1 acid Changes resistances: +18% lightning Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | rough leather armour of resilience (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Maximum life: +22.00 A suit of armour made of leather. |
Inventory
Haristir the DawnbloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +14% mind / +6% light Confusion immunity: +22% Light radius: +1 Amulets make your neck look great! |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
rogue's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
Ragilach the rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Travel speed: +100% Damage (Ranged): +8 physical Damage (radius 2) on crit: +8 physical When wielded/worn: Physical power: +5 (+2 eff.) Ammo reloads per turn: +1 Changes stats: +2 Str / +1 Con Slings are used to hurl stones or metal shots at your foes. |
Ravenjustice the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes resistances penetration: +5% darkness / +5% acid Changes damage: +3% acid Spell save: +5 (+5 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Arthilabers'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind / +3% light Blindness immunity: +20% Teleport immunity: +10% Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt 'Flashseam'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% light / +3% nature / +9% blight Stun/Freeze immunity: +10% Maximum life: +32.00 Light radius: +1 A belt that goes around your waist. |
rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +34.00 A belt that goes around your waist. |
Arytohor the Gleamweeper (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +1 Str / +2 Dex / +4 Mag / +1 Cun Changes damage: +3% light Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maludig (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +5% arcane / +2% physical Changes resistances penetration: +5% mind Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porewen (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Mag / +2 Wil Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Changes damage: +3% physical Physical save: +9 (+4 eff.) Maximum stamina: +10.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvybeth (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +2 Dex / +1 Wil / +2 Cun Changes resistances: +6% mind Changes resistances penetration: +10% acid Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Belotha' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 28% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal / +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eilinelenne' (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: +1 Str / +1 Dex / +1 Cun Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Singesaw the linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Str / +1 Con Changes resistances: +6% fire / +7% all Changes resistances penetration: +5% mind Changes damage: +9% fire Critical mult.: +10.00% Mental save: +15 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +16 (+13 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% all Changes damage: +5% nature Poison immunity: +26% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Corpseviper the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 4 acid / 6 nature Changes stats: +6 Lck / +4 Dex Changes damage: +12% acid Stealth bonus: +6 A pair of boots made of leather. |
Harenarizor the Cystblack (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Damage when hit (Melee): 6 mind Changes stats: +3 Cun / +3 Wil Changes resistances: +3% mind Changes resistances penetration: +15% nature Changes damage: +3% cold Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +7 (+4 eff.) A pair of boots made of leather. |
Hazenull (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +2% Changes stats: +2 Str Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% cold Physical save: +3 (+1 eff.) 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 'Biletrial' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +3 Cun / +1 Wil Changes resistances: +3% nature Changes resistances penetration: +10% nature Infravision radius: +3 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 'Layelratta' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 28% Changes stats: +1 Mag / +4 Wil / +3 Cun Changes resistances: +9% acid Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Hailstrider' (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Damage when hit (Melee): 2 cold Changes stats: +1 Str Changes resistances: +6% cold Changes damage: +9% lightning / +6% cold When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chargetaint the iron helm (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Mag / +1 Cun Changes resistances: +6% blight / +7% darkness / +12% lightning Spell save: +6 (+6 eff.) Mental save: +5 (+3 eff.) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Demonjeer the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +16% cold Changes resistances penetration: +20% darkness Changes damage: +11% cold Mental save: +3 (+2 eff.) Maximum life: +40.00 A pointy cloth hat, very wizardly... |
Demonlady (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +2 Dex / +1 Wil / +7 Cun Changes resistances: +6% darkness Critical mult.: +5.00% Mental save: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isotta the Cystdream (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 Con Changes resistances: +3% blight / +1% physical / +6% darkness Changes resistances penetration: +5% nature Mental save: +3 (+2 eff.) A cap made of leather. |
iron helm of trickery (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing iron plate armour of lightning resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% lightning / +12% nature / +12% blight A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.iron shield 'Singespar' (0 def, 3 armour, 10-12 power, 45 block) Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +45 Damage (Melee): +20 fire Damage (radius 2) on crit: +16 arcane / +8 mind When wielded/worn: Armour: +3 Fatigue: +8% Changes resistances: +6% fire Talent granted: +1 Block Handheld deflection devices. |
iron shield of the stars (0 def, 2 armour, 9-11 power, 22.5 block)Requires: - Shield usage training - Cunning 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +11 light / +11 darkness When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +2 Cun / +2 Mag Changes resistances: +11% light / +11% darkness Changes damage: +10% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
Emorevena (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% cold Pinning immunity: +20% Psi when hit: +0.04 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
SalesethPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind / 11 fire Changes stats: +2 Cun Changes resistances: +6% fire Maximum hate: +2.00 Mental crit. chance: +3% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (3/3)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 131 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. |
cleansing iron torque of gale force [power 110] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zomb & Weave the Ghoul Skirmisher level 12
29th Dusk 122nd year of Ascendancy at 09:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zomb & Weave the Ghoul Skirmisher level 10
1st Flare 122nd year of Ascendancy at 07:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zomb & Weave the Ghoul Skirmisher level 5
3rd Mirth 122nd year of Ascendancy at 14:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zomb & Weave the Ghoul Skirmisher level 11
10th Flare 122nd year of Ascendancy at 07:26 see stats
Log
Zomb & Weave's purging blight area effect hits Polilaith the black bear for 16 blight damage.
Zomb & Weave's purging blight area effect hits Ritch flamespitter for 18 blight damage.
Bleeding from Zomb & Weave hits Polilaith the black bear for 11 physical damage.
Deadly Poison from Zomb & Weave hits Polilaith the black bear for 13 nature damage.
Spellblaze Crystal's Flame hits Zomb & Weave for 54 fire damage.
Zomb & Weave casts Rune: Shatter Afflictions.
Zomb & Weave stops burning.
A shield forms around Zomb & Weave.
Spellblaze Crystal casts Elemental Bolt!
Ritch flamespitter spits flames!
Your shield crumbles under the damage!
The shield around Zomb & Weave crumbles.
Zomb & Weave's purging blight area effect hits Spellblaze Crystal for (17 to time), 0 blight (0 total damage).
Zomb & Weave's purging blight area effect hits Ritch flamespitter for 18 blight damage.
Ritch flamespitter hits Zomb & Weave for (42 absorbed), 22 fire (22 total damage).
Zomb & Weave's purging blight area effect hits Spellblaze Crystal for (17 to time), 0 blight (0 total damage).
Zomb & Weave's purging blight area effect hits Ritch flamespitter for 18 blight damage.
Talent Bash and Smash is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter hits Zomb & Weave for 64 fire damage.
The fabric of time around Spellblaze Crystal stabilizes to normal.
The powerful time-altering energies generate a restoration field on Spellblaze Crystal.
Spellblaze Crystal casts Flame.
Spellblaze Crystal's spell attains critical power!
Ritch flamespitter spits flames!
Ritch flamespitter hits Zomb & Weave for 64 fire damage.
Zomb & Weave the level 13 ghoul skirmisher was scorched to death by a ritch flamespitter on level 3 of Scintillating Caves.















































































