











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 23 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 17 on the 40th Dusk 122nd year of Ascendancy at 23:24 / 2Killed by Weirdling Beast at level 23 on the 2nd Allure 123rd year of Ascendancy at 21:40 |
Primary Stats
| Strength | 69 (base 53) |
| Dexterity | 57 (base 42) |
| Constitution | 24 (base 16) |
| Magic | 13 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -249/873 |
| Stamina | 53/152 |
| Healing Factor | 1.2182474226805 |
| Regeneration | 18.843299239292 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 18.097534654637 |
| See Invisible | 25.097534654637 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 53 |
| Crit Chance | 8% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +5% |
| Acid | +14% |
| Mind | +20% |
| Nature | +13% |
Defense: Base
| Armour (hardiness) | 59.228956405637 (93.924050632911%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 37 |
| Physical Save | 44 |
| Spell Save | 32 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 20%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 16%( 70%) |
| Mind | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 94% |
| Bleed Resistance | 0% |
| Knockback Resistance | 81% |
| Stun Resistance | 100% |
| Pinning Resistance | 24% |
| Poison Resistance | 20% |
| Blind Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has been splashed with acid, taking 21.00 acid damage per turn, reducing armour by 31 and attack by 27. Acid Splash |
| detrimental effect | Vanilla_Ice is fed upon by Weirdling Beast. Fed Upon |
| beneficial effect | Reduces all incoming all damage by 79. All Psionic Shield |
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 lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost tinker from death by rogue. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 Possessed. | done |
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. | 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. 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.' * '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.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed skeleton mage skull. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Veluba the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +25 (+7 eff.) Armour: +8 Fatigue: +3% Changes resistances: +3% physical Critical mult.: +5.00% Physical save: +3 (+1 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Demonglamour'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% darkness Changes resistances penetration: +10% lightning Reduces incoming crit damage: 5.00% Maximum life: +40.00 Light radius: +3 Infravision radius: +1 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 | Layiwe (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +12 Str / +7 Dex / +3 Mag / +1 Wil / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 350.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dayking (0 def, 3 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Changes resistances: +1% physical / +3% light / +13% blight / +3% cold / +9% arcane / +22% darkness Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Physical save: +6 (+2 eff.) Spell save: +21 (+10 eff.) Mental save: +8 (+5 eff.) Disease immunity: +20% Disarm immunity: +50% Life regen: +5.00 Stamina each turn: +1.50 Maximum stamina: +26.00 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. |
| Tool | dwarven-steel torque of psionic shield 'Coalwreck' [power 79] (21/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +20% mind It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. * Increase all damage by 16% for 2 turns. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +30% Life regen: +2.00 Rings can have magical properties. |
| On fingers | copper ring 'Poryma'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Changes resistances: +6% mind / +6% cold Disarm immunity: +44% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +123.00 Rings can have magical properties. |
| Around neck | vitalizing steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +6 (+2 eff.) Blindness immunity: +11% Life regen: +3.00 Maximum life: +37.00 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
| In main hand | dwarven-steel mace 'Isluvea' (143% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +19 acid / +17 fire / +9 nature When wielded/worn: Armour penetration: +8 Changes resistances: +9% acid / +3% fire / +9% temporal Changes resistances penetration: +14% acid / +5% fire / +13% nature Global speed: +2% Blunt and deadly. |
| Around waist | hardened leather belt 'Arirak'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 12% Damage when hit (Melee): 2 acid Changes resistances: +1% physical Spell save: +3 (+2 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Life regen: +1.80 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield of shrapnel (0 def, 6 armour, 100% power, 81.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 9 fire On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Eremyyon' (22 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+7 eff.) Defense: +22 (+8 eff.) Changes stats: +4 Str / +4 Dex / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Unlightglory the dwarven-steel plate armour (0 def, 18 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 2 blight Changes resistances: +21% acid / +8% physical / +13% light / +15% darkness / +5% cold / +7% fire / +7% lightning Changes damage: +6% darkness A suit of armour made of metal plates. |
Inventory
heroism infusion of the duelist (die at -506; dur 7; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -506 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1157 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
Prismatic Rune (6 turns; acid, physical, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] 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 Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 nature, 5 mind 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. |
GalewinnowCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 8 lightning Changes stats: +10 Cun / +9 Dex Changes resistances: +6% lightning Maximum encumbrance: +22 Rings can have magical properties. |
WindlordCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +6% nature / +3% cold Changes damage: +9% darkness Maximum encumbrance: +24 Physical save: +6 (+2 eff.) Spell save: +9 (+5 eff.) Maximum life: +60.00 Rings can have magical properties. |
copper ring 'Tuldil'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Disease immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+6 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
steel ring 'Adytira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +25 (+7 eff.) Changes stats: +5 Dex Changes resistances: +24% fire Changes damage: +12% fire / +12% physical Rings can have magical properties. |
steel ring 'Eryzor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Wil / +5 Mag Changes resistances: +6% cold Maximum encumbrance: +22 Silence immunity: +23% Teleport immunity: +20% Life regen: +2.00 Mana each turn: +0.12 Spellpower: +6 (+3 eff.) Rings can have magical properties. |
Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Voretira the steel longsword (108% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 35% * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +15 (+6 eff.) Changes resistances: +6% fire Disarm immunity: +24% Healing mod.: +15% Sharp, long, and deadly. |
Xeraba the Dimwar (105% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 darkness / +20 cold When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 9% Disarm immunity: +32% Only die when reaching: -60.00 life Sharp, long, and deadly. |
Hathitolin the Starpiercer (118% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 10 Damage (Melee): +7 mind When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Changes stats: +2 Cun / +1 Wil Changes resistances: +7% acid / +1% physical / +8% lightning / +9% fire / +8% cold / +3% all Changes damage: +3% light Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) One-handed war axes. |
VoruranneInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +5% arcane Physical save: +5 (+1 eff.) Confusion immunity: +10% Life regen: +4.00 Mindpower: +2 (+2 eff.) A belt that goes around your waist. |
Bregyrig the linen cloak (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: -3% Damage when hit (Melee): 6 mind Changes damage: +9% physical Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of Iron Throne (5 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
Ce'Notira the Umbraveil (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce damage dealt by 9% Changes stats: +4 Wil / +4 Con Changes resistances penetration: +10% darkness / +7% physical Changes damage: +6% mind / +6% physical Critical mult.: +15.00% Maximum stamina: +10.00 Mindpower: +3 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Earthbraid' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Cun / +6 Mag Changes resistances: +9% lightning Changes resistances penetration: +20% nature Infravision radius: +5 A pair of boots made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+7 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
steel mail armour of command (8 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +11 (+6 eff.) A suit of armour made of mail. |
dwarven-steel plate armour 'Xariana' (25 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +25 (+9 eff.) Fatigue: +22% Changes resistances: +6% light / +19% fire Changes damage: +12% mind Cut immunity: +20% A suit of armour made of metal plates. |
Belayamina the Chargash (0 def, 12 armour, 100% power, 77.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 131% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +1 Crit. chance: +3.5% Block value: +78 Damage (Melee): +4 fire Damage (radius 1) on hit: +20 fire When wielded/worn: Armour: +12 Fatigue: +8% Changes resistances: +15% acid Changes resistances penetration: +5% fire Talent granted: +1 Block Stamina each turn: +2.00 Handheld deflection devices. |
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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ulforim the iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Str / +2 Dex Changes resistances: +3% cold Reduces incoming crit damage: 5.00% Teleport immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cuthagas the FloepietyPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold / 10 fire Changes stats: +1 Cun / +4 Con Changes resistances: +6% fire / +3% cold Changes damage: +9% arcane Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 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. |
6 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. |
5 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. |
7 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Vanilla_Ice the Cornac Bulwark level 20
1st Wintertide 123rd year of Ascendancy at 01:55 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vanilla_Ice the Cornac Bulwark level 15
5th Dusk 122nd year of Ascendancy at 12:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vanilla_Ice the Cornac Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 12:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vanilla_Ice the Cornac Bulwark level 20
70th Haze 122nd year of Ascendancy at 13:05 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Vanilla_Ice the Cornac Bulwark level 17
41st Dusk 122nd year of Ascendancy at 01:44 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Vanilla_Ice the Cornac Bulwark level 17
40th Dusk 122nd year of Ascendancy at 23:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vanilla_Ice the Cornac Bulwark level 7
78th Pyre 122nd year of Ascendancy at 17:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vanilla_Ice the Cornac Bulwark level 19
53rd Dusk 122nd year of Ascendancy at 10:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vanilla_Ice the Cornac Bulwark level 21
1st Wintertide 123rd year of Ascendancy at 23:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vanilla_Ice the Cornac Bulwark level 15
3rd Flare 122nd year of Ascendancy at 10:33 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Vanilla_Ice the Cornac Bulwark level 17
40th Dusk 122nd year of Ascendancy at 23:24 see stats
Log
Weirdling Beast receives 28 healing from Temporal Restoration Field.
Vanilla_Ice uses Assault.
Vanilla_Ice performs a melee critical strike against Weirdling Beast!
Vanilla_Ice performs a melee critical strike against Weirdling Beast!
Weirdling Beast's armor corrodes!
Talent Shield Pummel is ready to use.
Melee retaliation hits Vanilla_Ice for (22 flat reduction), 0 light, (22 flat reduction), 0 light, (22 flat reduction), 0 light (0 total damage).
Acid Splash from Weirdling Beast hits Vanilla_Ice for (14 flat reduction), 0 acid (0 total damage).
Vanilla_Ice hits Weirdling Beast for 126 physical, 14 fire, 31 fire, 426 physical, 7 fire, 22 acid, 20 fire, 10 nature, 207 physical, 7 fire, 22 acid, 20 fire, 10 nature (923 total damage).
The fabric of time around Weirdling Beast returns to normal.
Bleeding from Vanilla_Ice hits Weirdling Beast for 36 physical damage.
Weirdling Beast casts Rune: Shielding.
A shield forms around Weirdling Beast.
Vanilla_Ice uses Repulsion.
Weirdling Beast uses Infusion: Wild.
Weirdling Beast stops bleeding.
Weirdling Beast is cured!
Weirdling Beast lessens the pain.
Melee retaliation hits Vanilla_Ice for (23 flat reduction), 0 light (0 total damage).
Vanilla_Ice hits Weirdling Beast for (128 absorbed), 0 physical, (10 absorbed), 0 fire, (22 absorbed), 0 fire (0 total damage).
Weirdling Beast activates Hymn of Perseverance.
Weirdling Beast deactivates Hymn of Shadows.
Talent Last Stand is ready to use.
Talent Bleeding Edge is ready to use.
Acid Splash from Weirdling Beast hits Vanilla_Ice for (15 flat reduction), 0 acid (0 total damage).
Weirdling Beast uses Mind Sear.
Weirdling Beast's mind surges with critical power!
Saving game...















































































