








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 23 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinereth the snow giant at level 23 on the 1st Regrowth 123rd year of Ascendancy at 10:48 / 1 |
Primary Stats
| Strength | 60 (base 13) |
| Dexterity | 89 (base 53) |
| Constitution | 45 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 55 (base 45) |
Resources
| Life | 315/769 |
| Stamina | 204/204 |
| Healing Factor | 1.8241860465116 |
| Regeneration | 16.950836534695 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 35.032874162149 |
| See Invisible | 41.032874162149 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 69 |
| Accuracy | 76 |
| Crit Chance | 41% |
| APR | 17 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Mind | +10% |
| All | 0% |
| Lightning | +12% |
| Light | +3% |
| Temporal | +6% |
| Darkness | +9% |
| Fire | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Lightning | +15% |
| Physical | +5% |
| Fire | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 21 (36.618610747051%) |
| Defense | 44 |
| Ranged Defense | 46 |
| Fatigue | 1.5475638051044 |
| Physical Save | 37 |
| Spell Save | 25 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 30%( 70%) |
| Cold | + 36%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 22%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 26% |
| Poison Resistance | 100% |
| Disarm Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 227 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Striking Stance |
| detrimental effect | The target is on fire, taking 58.97 fire damage per turn. Burning |
| beneficial effect | The target is surrounded by a magical shield, absorbing 227/227 damage before it crumbles. Damage Shield |
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's combat attack and crit chance are improved by 36 and 18%, respectively. Perfect control |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Areldalle the rogue. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Layiba the large white snake. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Wrathroot. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 10. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 black mamba head. * You've found the needed pouch of luminous horror dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within4 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Woespiker (4 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +3 Wil / +2 Cun / +6 Con Changes resistances: +3% nature / +6% darkness Changes resistances penetration: +10% darkness / +5% physical Changes damage: +9% darkness Physical save: +12 (+5 eff.) Mental save: +16 (+5 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Singegore' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Physical save: +7 (+3 eff.) Mental save: +20 (+7 eff.) Disarm immunity: +21% Pinning immunity: +20% Teleport immunity: +15% Only die when reaching: -60.00 life When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Melamas (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +10 Str / +6 Dex / +4 Con Changes resistances: +9% lightning / +9% cold Spell save: +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shinewinnow (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun / +3 Con Changes resistances penetration: +5% light Changes damage: +3% light Light radius: +3 Infravision radius: +3 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Thunderveil'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +5 Mag / +5 Wil Changes resistances: +10% mind / +6% darkness Changes resistances penetration: +5% lightning Changes damage: +10% mind Stun/Freeze immunity: +26% Life regen: +1.40 Spellpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | ArebrebethPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +4 Fatigue: -4% Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +5 Dex / +4 Mag / +4 Wil / +6 Cun Spellpower: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Zubetira the VilepierceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% fire Changes resistances penetration: +25% nature / +10% fire Changes damage: +6% fire / +3% nature / +7% physical Combat speed: +10% Amulets can have magical properties. |
| Main armor | troll-hide cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.00 Maximum life: +30.00 Healing mod.: +13% A suit of armour made of leather. |
| Light source | NimbusraiderInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +6% temporal Maximum life: +44.00 Light radius: +2 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. |
| Cloak | cashmere cloak 'Adota' (2 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +2 Dex Changes resistances: +8% acid / +7% lightning / +10% blight / +6% fire / +12% nature / +7% cold Changes damage: +3% physical Life regen: +1.50 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
This item will automatically be transmogrified when you leave the level.sun infusion of the warrior (rad 6; power 51; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 51) for 3 turns. Its effects scale with your Strength 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 ability. |
heat beam rune of the warrior (250 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 250.16 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength 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 ability. |
This item will automatically be transmogrified when you leave the level.steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet 'Veloma'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex Changes resistances: +17% mind Changes resistances penetration: +5% mind Confusion immunity: +21% Amulets can have magical properties. |
TorigrimInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Dex / +5 Wil Changes resistances: +9% acid Mental save: +10 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
voratun ring 'Treeminister'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex / +7 Mag / +6 Wil Changes resistances: +16% blight / +6% nature Changes damage: +16% blight / +3% nature Critical mult.: +10.00% Spell save: +20 (+10 eff.) Mana when firing critical spell: +1.00 Spellpower: +7 (+3 eff.) Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Blindonslaught Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to blind Damage (Ranged): +10 cold Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +6 mind / +2 light When wielded/worn: Armour: +7 Changes resistances penetration: +7% cold Changes damage: +6% mind Light radius: +2 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Dagodir the cured leather sling Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Ammo reloads per turn: +2 Changes stats: +3 Dex / +3 Mag / +5 Con Changes resistances penetration: +6% temporal / +7% physical Changes damage: +6% blight / +6% temporal / +7% physical Talent mastery: +0.10 Chronomancy / Bow Threading Light radius: +2 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Penitence (111% power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+7 eff.) Spell crit. chance: +10% It can be used to cure up to 3 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Sunmistress the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% arcane Maximum encumbrance: +23 Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Light radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Sunsquall the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +6% light / +9% acid Changes resistances penetration: +20% light Changes damage: +6% light Life regen: +1.00 Healing mod.: +13% A belt that goes around your waist. |
hardened leather belt 'Ivydatta'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+5 eff.) Defense: +13 (+5 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +9% acid / +9% fire / +5% arcane / +6% nature Stealth bonus: +10 Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Size category: +2 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Betolaith' (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes stats: +1 Cun / +2 Wil Physical save: +13 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +40 (+13 eff.) Vim when firing critical spell: +2.00 Maximum life: +70.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belanne the Lightningrigor (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +6% blight / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +6% darkness / +3% lightning Life regen: +1.50 Maximum life: +40.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.Getedunalen (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +2 Con Changes resistances: +6% fire / +6% darkness / +7% cold Reduces incoming crit damage: 5.00% Maximum encumbrance: +29 Physical save: +7 (+3 eff.) Disease immunity: +10% Knockback immunity: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of dwarven-steel boots 'Adimina' (13 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +13 (+5 eff.) Ranged Defense: +13 (+4 eff.) Fatigue: +3% Mental save: +6 (+2 eff.) Poison immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +10% Hate when firing a critical mind attack: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.10 Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kirek the Bogobsidian (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Damage when hit (Melee): 20 nature Changes stats: +4 Dex Changes resistances: +6% acid Changes resistances penetration: +10% nature When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 125% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 nature Burst (radius 2) on crit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Shadowoozer' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 14% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 18 mind / 18 darkness Damage when hit (Melee): 12 darkness Changes resistances: +12% darkness Changes resistances penetration: +15% fire Changes damage: +6% fire Mental save: -9 (-4 eff.) Mindpower: +6 (+3 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 3). Damage (Melee): +8 darkness Burst (radius 1) on hit: +16 darkness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Xanamina (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +9% acid / +2% physical / +12% light / +15% temporal / +13% darkness Pinning immunity: +15% Knockback immunity: +10% A suit of armour made of mail. |
spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
12 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. |
118 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 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. |
Oakviper the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Damage when hit (Melee): 4 nature Changes resistances penetration: +10% nature Changes damage: +3% nature / +9% lightning Maximum life: +40.00 Light radius: +2 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 'Fogwrack'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 4 darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness Maximum life: +42.00 Light radius: +2 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Dagolathafang the ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +15% mind Maximum psi: +20.00 Maximum vim: +50.00 Mindpower: +8 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +40 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Malorak [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +9% temporal Changes damage: +12% blight Blindness immunity: +20% Only die when reaching: -80.00 life It can be used to reveal the area around you, dispelling darkness (radius 9, power 43 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration 'Bokarath' [power 91] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +12% nature Changes damage: +15% acid It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Knucklebones the Skeleton Brawler level 22
1st Allure 123rd year of Ascendancy at 14:06 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Knucklebones the Skeleton Brawler level 10
7th Dusk 122nd year of Ascendancy at 15:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Knucklebones the Skeleton Brawler level 20
6th Decay 122nd year of Ascendancy at 12:01 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Knucklebones the Skeleton Brawler level 22
1st Allure 123rd year of Ascendancy at 14:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Knucklebones the Skeleton Brawler level 10
10th Flare 122nd year of Ascendancy at 18:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Knucklebones the Skeleton Brawler level 20
4th Decay 122nd year of Ascendancy at 06:02 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Knucklebones the Skeleton Brawler level 10
10th Flare 122nd year of Ascendancy at 22:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Knucklebones the Skeleton Brawler level 18
2nd Decay 122nd year of Ascendancy at 00:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Knucklebones the Skeleton Brawler level 9
7th Flare 122nd year of Ascendancy at 04:55 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Knucklebones the Skeleton Brawler level 22
1st Allure 123rd year of Ascendancy at 14:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Knucklebones the Skeleton Brawler level 20
4th Decay 122nd year of Ascendancy at 17:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Knucklebones the Skeleton Brawler level 14
1st Haze 122nd year of Ascendancy at 07:30 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Knucklebones the Skeleton Brawler level 23
1st Regrowth 123rd year of Ascendancy at 10:49 see stats
Log
Fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
Fire wyrm's devouring flames area effect hits Knucklebones for (25 resist armour), 0 fire (0 total damage).
Fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire wyrm breathes fire!
Fire drake uses Wing Buffet.
Fire drake hatchling resists the knockback!
Fire drake misses Knucklebones.
Fire drake hatchling resists the knockback!
Fire drake hits Fire drake hatchling for 84 physical damage.
Fire drake hits Fire drake hatchling for 79 physical damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits Fire drake for 0 fire damage.
Burning from Fire drake hits Fire wyrm for 0 fire damage.
Burning from Fire drake hits Fire drake for 0 fire damage.
Fire drake hatchling hits Fire drake for 0 fire damage.
Burning Shock from Fire wyrm hits Fire drake hatchling for 0 fire damage.
Fire wyrm hits Fire drake hatchling for 0 fire damage.
Fire wyrm hits Fire drake for 0 fire damage.
Fire wyrm hits Knucklebones for (25 resist armour), 149 fire (149 total damage).
Fire wyrm hits Fire drake hatchling for 0 fire damage.
Knucklebones receives 46 healing.
Burning from Fire drake hits Knucklebones for (25 resist armour), 23 fire (23 total damage).
Knucklebones casts Rune: Shielding.
A shield forms around Knucklebones.
Knucklebones stops burning.
Knucklebones has finished recovering.
The shield around Knucklebones crumbles.
Knucklebones deactivates Striking Stance.
































































































