












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 | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 20 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks (servant of DumberThanExpected) at level 20 on the 38th Dearth 122nd year of Ascendancy at 11:44 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 10 (base 10) |
| Constitution | 32 (base 13) |
| Magic | 66 (base 48) |
| Willpower | 26 (base 10) |
| Cunning | 35 (base 35) |
Resources
| Life | -116/817 |
| Mana | 75/327 |
| Insanity | 5/100 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 1.4655525202369 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 32.205720692758 |
| See Invisible | 32.205720692758 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 33 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Light | +10% |
| Blight | +6% |
| Nature | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +20% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 50.5 (43.579428603723%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 7 |
| Physical Save | 36 |
| Spell Save | 37 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 12%( 70%) |
| Darkness | + 13%( 70%) |
| Mind | + 6%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 60% |
| Silence Resistance | 20% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 510% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 90 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
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 Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within9 lumberjacks have died. | done |
Equipment
| On feet | Ce'Nidath (3 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+8 eff.) Armour: +9 Defense: +3 (+3 eff.) Changes stats: +2 Dex / +2 Con Only die when reaching: -60.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 14% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Islibreda the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Mag / +3 Wil Maximum life: +42.00 Light radius: +3 Infravision 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. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | iron pickaxe 'Darkgrit' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Changes resistances: +9% acid / +3% mind / +5% arcane Changes damage: +12% darkness Maximum life: +21.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glacierbreacher the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Damage when hit (Melee): 2 mind Changes resistances: +42% nature / +9% cold Changes damage: +21% nature Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | Deluroddalin the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Changes damage: +6% blight Physical save: +9 (+4 eff.) Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Olidur (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances penetration: +5% mind Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Mana each turn: +0.13 Maximum mana: +33.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic iron gauntlets (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Mental save: +6 (+2 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Flashgasher (2 def, 15 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +22% acid / +6% cold / +6% light / +3% mind Changes resistances penetration: +15% mind Allows you to breathe in: water A suit of armour made of mail. |
| Cloak | Ulfasta the Weepstar (1 def, 0 armour)Infused by nature 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 44% Damage when hit (Melee): 2 nature Changes resistances: +3% lightning / +3% darkness / +6% light / +6% nature / +5% arcane Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Obsidianpassion'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag / +4 Con Changes resistances penetration: +10% darkness / +25% cold Reduces incoming crit damage: 15.00% Amulets make your neck look great! |
Inventory
CyrottaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +3 Dex / +3 Mag / +5 Cun Amulets make your neck look great! |
Freezetide the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +6 (+6 eff.) Changes stats: +7 Lck / +4 Dex Changes resistances: +6% cold Changes damage: +9% fire / +6% cold Physical save: +12 (+5 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
copper amulet 'Emelussra'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% acid / +3% fire / +6% light Critical mult.: +15.00% Stun/Freeze immunity: +10% Life regen: +2.00 Only die when reaching: -40.00 life Amulets make your neck look great! |
Chyyagorn the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +20 (+14 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes resistances: +22% cold Changes damage: +11% cold Maximum stamina: +30.00 Rings make your fingers look great! |
DuathelhunterInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +7% blight / +33% nature / +9% darkness Changes damage: +11% nature Maximum encumbrance: +22 Poison immunity: +12% Disease immunity: +12% Rings make your fingers look great! |
psionicist's copper ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Wil Mental save: +4 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
Stormlash (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.78 to 56.33 lightning damage (based on Magic and Dexterity) Activation costs 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
IslubethCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane / +1% physical Damage against: +17% Summoned Reduced damage from: +15% Summoned Disease immunity: +20% Confusion immunity: +10% A belt that goes around your waist. |
Chargeprophet the linen cloak (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 / +3 Mag / +3 Cun Changes damage: +12% lightning See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardudraleg the pair of hardened leather boots (10 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+9 eff.) Changes stats: +3 Str / +6 Dex / +3 Mag / +3 Wil / +7 Lck Stealth bonus: +9 Spellpower: +3 (+1 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
brawler's rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Cun Changes damage: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethadamira the Heatpall (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Changes stats: +2 Str / +3 Con Changes resistances: +3% fire Changes resistances penetration: +5% mind Changes damage: +3% mind Equilibrium when hit: +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Noyath the Pitchstun (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Mag / +8 Cun Changes resistances: +15% cold Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +10% cold A pointy cloth hat, very wizardly... |
Jetborn the iron helm (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +9 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% lightning / +3% darkness Changes resistances penetration: +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Samerath' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Armour: +7 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Changes stats: +3 Dex Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
shielding linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Mag / +4 Wil Spell save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
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. |
384 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. |
iron pickaxe 'Vorukira' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +12 Changes stats: +1 Str / +2 Dex Changes resistances: +10% nature Changes damage: +5% nature / +3% temporal Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
XerumiraInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +4 Dex / +3 Wil Changes resistances: +6% mind Changes resistances penetration: +5% physical Changes damage: +6% mind Physical save: +3 (+1 eff.) 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. |
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 (1/2)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 166 power out of 238/400. 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. |
Flowersweeper the elm totem of healing [power 110] (20/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +3% light / +3% lightning Changes resistances penetration: +20% nature 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. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered elm wand of shielding [power 188] (20/23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
6 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. |
4 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 DumberThanExpected the Dwarf Writhing One level 17
29th Profit 122nd year of Ascendancy at 04:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By DumberThanExpected the Dwarf Writhing One level 10
23rd Voratun 122nd year of Ascendancy at 03:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By DumberThanExpected the Dwarf Writhing One level 20
45th Profit 122nd year of Ascendancy at 21:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By DumberThanExpected the Dwarf Writhing One level 13
26th Voratun 122nd year of Ascendancy at 03:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By DumberThanExpected the Dwarf Writhing One level 6
19th Voratun 122nd year of Ascendancy at 12:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By DumberThanExpected the Dwarf Writhing One level 14
28th Voratun 122nd year of Ascendancy at 08:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By DumberThanExpected the Dwarf Writhing One level 16
8th Profit 122nd year of Ascendancy at 08:57 see stats
Log
Andnn the human hits Worm that walks (servant of DumberThanExpected) for 0 blight, 12 healing, 0 acid, 17 fire (17 total damage) [12 healing].
Worm that walks (servant of DumberThanExpected) activates Infestation.
Islman the halfling is moving less freely.
Islman the halfling uses Snap.
Islman the halfling deactivates Stealth.
Islman the halfling is afflicted by a decrepitude disease!
Worm that walks (servant of DumberThanExpected) steals life from Islman the halfling!
Worm that walks (servant of DumberThanExpected) hits Islman the halfling for 7 blight, 15 physical, (24 parried), 4 physical, 3 cold, 2 fire (31 total damage).
Andnn the human casts Augment Despair.
Islman the halfling activates a prepared device.
Decrepitude Disease from Worm that walks (servant of DumberThanExpected) hits Islman the halfling for 14 blight damage.
Islman the halfling activates a prepared device.
DumberThanExpected is on fire!
DumberThanExpected casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Burning from Islman the halfling's dragonsfire trap hits DumberThanExpected for 59 fire damage.
DumberThanExpected uses Infusion: Movement.
DumberThanExpected is moving at extreme speed!
DumberThanExpected triggers a trap (Islman the halfling's disarming trap)!
Character control switched to worm that walks (servant of DumberThanExpected).
Islman the halfling's disarming trap hits DumberThanExpected for 161 acid damage.
Islman the halfling's disarming trap killed DumberThanExpected!
Worm that walks (servant of DumberThanExpected) casts Self-destruction.
Islman the halfling tries to evade attacks.
You feel a surge of power as a powerful creature falls nearby.
Character control switched to DumberThanExpected.













































































