












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Dwarf |
| Class | Stone Warden |
| Level / Exp | 20 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Islalranne the gigantic sandworm tunneler at level 20 on the 5th Wealth 122nd year of Ascendancy at 11:14 / 2Killed by Islalranne the gigantic sandworm tunneler at level 20 on the 5th Wealth 122nd year of Ascendancy at 11:20 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 15 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 46 (base 44) |
| Willpower | 41 (base 29) |
| Cunning | 34 (base 20) |
Resources
| Life | -100/600 |
| Mana | 369/369 |
| Equilibrium | 0 |
| Healing Factor | 1.3883363011315 |
| Regeneration | 11.592608114448 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.114754928839 |
| See Invisible | 28.114754928839 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 45 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Temporal | +3% |
| Nature | +11% |
| Darkness | +3% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 45.413408721348 (65.897138898113%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 42 |
| Physical Save | 34 |
| Spell Save | 43 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 55%( 70%) |
| All | 0%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 7%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 70% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 66 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| 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 312 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Mayessra the rattlesnake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
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 | Islumina (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Armour: +3 Fatigue: +2% Changes stats: +1 Dex Changes damage: +3% temporal Critical mult.: +20.00% Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Skyreeve (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% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +3 Dex Changes resistances: +6% lightning Changes resistances penetration: +5% mind Maximum life: +60.00 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Layemina' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 darkness Changes stats: +3 Str / +3 Dex / +1 Mag Changes resistances: +7% darkness Changes resistances penetration: +15% blight Changes damage: +3% darkness Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+5 eff.) When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of healing [power 110] (10/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Abysswake'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Changes resistances: +20% lightning / +3% fire Changes damage: +10% lightning Stamina each turn: +3.00 Rings make your fingers look great! |
| On fingers | Arurelaith the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Physical save: +3 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
| Around neck | steel amulet 'Stokefame'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +5% arcane / +3% fire Changes damage: +15% fire Mental save: +8 (+3 eff.) Cut immunity: +50% Confusion immunity: +10% Mindpower: +6 (+3 eff.) Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | steel shield of winter (0 def, 4 armour, 16-19 power, 37 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 Damage (Melee): +10 cold When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
| Around waist | Manirin the MagmawingCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 49% Changes stats: +4 Cun / +4 Wil Changes resistances: +5% arcane / +3% blight Damage against: +15% Summoned Reduced damage from: +17% Summoned Spell save: +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Dairoderuichik (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.) Changes resistances: +14% cold Cut immunity: +20% Pinning immunity: +10% Knockback immunity: +10% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gilamnir the steel mail armour (9 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun / +3 Mag Changes resistances: +15% cold Mental save: +11 (+4 eff.) Life regen: +2.10 Stamina each turn: +0.70 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the sneak (heal 228; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
manasurge rune of the sneak (regen 819% over 10 turns; mana 41; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 819% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 52; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 52 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Floewake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Wil Changes damage: +9% physical / +3% cold Critical mult.: +5.00% Amulets make your neck look great! |
Blizzardlady the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% lightning Changes damage: +10% lightning / +3% cold Mental save: +10 (+3 eff.) Confusion immunity: +26% Only die when reaching: -60.00 life Maximum stamina: +30.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.rogue's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +28% Life regen: +2.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of massacre (42-63 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Emyldalaith the Arclace (39-58 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +28 lightning / +27 cold When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +14% lightning / +9% cold / +25% mind Changes damage: +6% lightning Mental save: +12 (+4 eff.) Movement speed: +43% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking steel greatsword (24-38 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel longsword of vileness (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 21 Damage (Melee): +7 blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.blooming thorny mindstar (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +19 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.mitotic vined mindstar of balance (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 49% * 9% chance to reduce armor by 31% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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.nature's vined mindstar (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Disease immunity: +11% 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. |
This item will automatically be transmogrified when you leave the level.acidic steel waraxe of massacre (22-31 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hardened leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +7 (+4 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Shadegrit the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Cun / +4 Wil Changes resistances: +6% darkness / +3% nature Changes damage: +15% nature / +3% darkness Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Aerymina the Frosttickler (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +8 Lck / +5 Dex Changes resistances: +3% lightning Changes resistances penetration: +15% nature Changes damage: +18% cold Stealth bonus: +7 A pair of boots made of leather. |
Salimira the iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +2 Wil Changes damage: +4% physical Critical mult.: +10.00% Mental save: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 40% Str, 40% Cun, 40% Dex 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: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Saliselle' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +10 Mag Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +5% acid Changes damage: +18% arcane / +3% acid When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +18 arcane Damage (radius 2) on crit: +21 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron mail armour of fire resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +17% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +11% blight / +11% darkness Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +10% nature / +11% blight Maximum life: +26.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +11% nature / +12% blight A suit of armour made of metal plates. |
reinforced steel shield of acid resistance (+16%) (0 def, 8 armour, 13-16 power, 70.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +70 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
7 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. |
158 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe 'Dridin' (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +2 Changes stats: +5 Str / +5 Con Physical save: +12 (+6 eff.) Spell save: +9 (+3 eff.) Disarm immunity: +20% Pinning immunity: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Sleetdare Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Changes stats: +4 Str / +5 Wil Changes resistances: +6% cold Changes damage: +8% mind / +12% cold Physical save: +3 (+2 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 'Anydogar' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Changes stats: +5 Wil Changes damage: +15% mind Critical mult.: +18.00% Mental save: +3 (+1 eff.) Psi when hit: +0.04 Maximum life: +52.00 Mental crit. chance: +1% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (2/2)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 172 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. |
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. |
This item will automatically be transmogrified when you leave the level.overpowered ash wand of shielding [power 290] (10/26 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
14 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. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 2Nukes the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 19:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By 2Nukes the Dwarf Stone Warden level 20
5th Wealth 122nd year of Ascendancy at 07:52 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By 2Nukes the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 09:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 2Nukes the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 19:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By 2Nukes the Dwarf Stone Warden level 12
8th Profit 122nd year of Ascendancy at 14:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By 2Nukes the Dwarf Stone Warden level 16
25th Profit 122nd year of Ascendancy at 01:23 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By 2Nukes the Dwarf Stone Warden level 20
5th Wealth 122nd year of Ascendancy at 11:15 see stats
Log
Salyvea the sandworm destroyer's Mind Storm hits 2Nukes for (21 flat reduction), 3 mind (3 total damage).
Islalranne the gigantic sandworm tunneler uses Grab.
Islalranne the gigantic sandworm tunneler is frozen to the ground!
Salyvea the sandworm destroyer is frozen to the ground!
2Nukes is pinned to the ground.
Salyvea the sandworm destroyer converts some damage to Psi!
2Nukes hits Salyvea the sandworm destroyer for 48 to psi, 69 cold (118 total damage).
2Nukes hits Islalranne the gigantic sandworm tunneler for (12 flat reduction), 141 cold (141 total damage).
Islalranne the gigantic sandworm tunneler hits 2Nukes for (85 blocked), 44 physical, (6 blocked), 0 physical, (6 blocked), 0 physical (44 total damage).
The unstable sand tunnel collapses!
Islalranne the gigantic sandworm tunneler is less vulnerable.
Salyvea the sandworm destroyer converts some damage to Psi!
Stone Vine from 2Nukes hits Salyvea the sandworm destroyer for 5 to psi, 7 nature, 4 to psi, 6 arcane (21 total damage).
Stone Vine from 2Nukes hits Islalranne the gigantic sandworm tunneler for (12 flat reduction), 3 nature, (12 flat reduction), 2 arcane (4 total damage).
2Nukes uses Infusion: Regeneration.
2Nukes starts regenerating health quickly.
Salyvea the sandworm destroyer uses Distortion Bolt.
Salyvea the sandworm destroyer's Mind Storm hits 2Nukes for (21 flat reduction), 20 mind (20 total damage).
Salyvea the sandworm destroyer's Distortion Bolt hits 2Nukes for 88 physical damage.
Islalranne the gigantic sandworm tunneler is free from the stone vine.
Salyvea the sandworm destroyer converts some damage to Psi!
Stone Vine from 2Nukes hits Salyvea the sandworm destroyer for 5 to psi, 7 nature, 4 to psi, 6 arcane (21 total damage).
2Nukes hits Islalranne the gigantic sandworm tunneler for (12 flat reduction), 20 physical, (12 flat reduction), 9 cold, 0 arcane, (12 flat reduction), 2 darkness, (12 flat reduction), 15 light, (12 flat reduction), 7 physical, (12 flat reduction), 4 cold, 0 arcane, (10 flat reduction), 0 darkness, (12 flat reduction), 8 light (66 total damage).
Salyvea the sandworm destroyer uses Mind Sear.
Salyvea the sandworm destroyer hits 2Nukes for (21 flat reduction), 142 mind (142 total damage).
Islalranne the gigantic sandworm tunneler throws two quick punches.
Islalranne the gigantic sandworm tunneler hits 2Nukes for 141 physical, 9 physical, 9 physical, 165 physical (324 total damage).
2Nukes the level 20 dwarf stone warden was squished to death by Islalranne the gigantic sandworm tunneler on level 1 of Sandworm lair.


























































































