










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Crystalist 1.5.5 Proper Possession 1.5.0
Frequently Asked Questions: 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:
Dreamelf 1.5.5 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 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:
The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 24 / 41% |
| Size | big |
| Lifes / Deaths | Killed by Belunne the electric eel at level 21 on the 58th Dusk 122nd year of Ascendancy at 11:16 / 2Killed by war hound at level 24 on the 70th Dusk 122nd year of Ascendancy at 12:38 |
Primary Stats
| Strength | 29 (base 14) |
| Dexterity | 63 (base 42) |
| Constitution | 39 (base 24) |
| Magic | 78 (base 54) |
| Willpower | 27 (base 14) |
| Cunning | 32 (base 14) |
Resources
| Psi | 117/117 |
| Life | -235/551 |
| Positive | 79/119 |
| Paradox | 546 |
| Steam | 100/100 |
| Healing Factor | 1.2681339712918 |
| Regeneration | 9.7012248803826 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 52.321280737157 |
| See Invisible | 46.321280737157 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 64 |
| Crit Chance | 30% |
| APR | 33 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +35% |
| Mind | +12% |
| All | 0% |
| Darkness | +11% |
| Light | +12% |
| Temporal | +15% |
| Arcane | +15% |
| Fire | +20% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +11% |
| Physical | +12% |
| Mind | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 22 (40.377358490566%) |
| Defense | 62 |
| Ranged Defense | 64 |
| Fatigue | 7.8252788104089 |
| Physical Save | 43 |
| Spell Save | 46 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 21%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 45%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 24%( 70%) |
| Fire | + 37%( 70%) |
| Lightning | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
| Poison Resistance | 5% |
| Pinning Resistance | 45% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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%. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.65 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Psionic / Sorption | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Threaded Combat | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Timeline Threading | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Flux | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Temporal Guardian | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blade Threading | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Steamtech / Chemistry | 1.50 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.50 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reality Smearing |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| talent | Charged Shield |
| talent | Weapon Folding |
| beneficial effect | The target's accuracy and power have been increased by 24. 3 Fateweaver |
| detrimental effect | Damage received in the past is returned as 30.26 paradox damage per turn. Reality Smearing |
| beneficial effect | Each turn will fire an arrow at Mayyssra the elven corruptor. Arrow Echoes |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| beneficial effect | The target's defense and saves have been increased by 30. 3 Spin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
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 improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | 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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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.' * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within | active |
Equipment
| Psionic focus | Grinyrelekor the yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * applies a stacking poison dealing 16 damage per turn Damage (Ranged): +20 fire When wielded/worn: Defense: +6 (+2 eff.) Ammo reloads per turn: +3 Changes stats: +5 Mag Changes resistances: +3% lightning Changes resistances penetration: +12% physical / +11% temporal Changes damage: +20% fire / +30% physical / +12% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Spell save: +9 (+3 eff.) Poison immunity: +5% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
| Quiver | Leladig the quiver of yew arrows (13/17, 36-50.4 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * Random elemental explosion * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Ranged): +8 acid / +12 mind / +15 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Porinn' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +15% blight Changes damage: +12% light Equilibrium when hit: +0.04 Maximum life: +40.00 Light radius: +5 See stealth: +6 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 | Ce'Nithra the hardened leather hat (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Dex / +3 Wil / +6 Cun Physical save: +13 (+4 eff.) Silence immunity: +30% Maximum mana: +40.00 Maximum vim: +10.00 Mindpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
| On feet | pair of hardened leather boots 'Shadowwreath' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Lck / +5 Dex Changes resistances: +15% darkness Changes resistances penetration: +10% nature / +10% darkness Changes damage: +15% nature Stealth bonus: +8 A pair of boots made of leather. |
| Tool | ash totem of cure ailments 'Lavapeal' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes damage: +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +7 Cun / +4 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings can have magical properties. |
| On fingers | marksman's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | alchemist's rough leather gloves of dispersion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 4 lightning / 4 cold / 6 arcane / 4 fire Changes stats: +6 Wil / +7 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | grounding rough leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex / +3 Cun / +6 Lck Changes resistances: +6% lightning / +6% temporal Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +3 Slows Projectiles: +10% A belt that goes around your waist. |
| Cloak | Glintraider (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +3% light / +10% cold Changes resistances penetration: +10% mind Changes damage: +12% mind Mental save: +3 (+2 eff.) Equilibrium when hit: +0.12 Maximum hate: +2.00 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. |
| Main armor | Chamenik (8 def, 10 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +9% Damage when hit (Melee): 8 mind / 10 physical Changes stats: +3 Dex Changes resistances: +17% acid Changes resistances penetration: +5% mind Changes damage: +15% arcane Life regen: +4.40 Stamina each turn: +1.30 Movement speed: +20% A suit of armour made of leather. |
Inventory
medical injector implant of the sneak (efficiency 105% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 100% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 89%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 107% / cooldown 85%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 85%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
mule's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +20 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Airmortal the ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to daze at end of turn Burst (radius 2) on crit: +2 lightning When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Physical power: +11 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +15% physical Changes damage: +9% lightning / +17% physical Longbows are used to shoot arrows at your foes. |
Skullcleaver (20-28 power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
OakripperPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) Fatigue: -5% Damage when hit (Melee): 4 nature Changes resistances: +3% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +3% nature Maximum encumbrance: +22 Slows Projectiles: +0% A belt that goes around your waist. |
Duveharagar (0 def, 3 armour) =Manacrit=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -2% Changes resistances: +6% lightning / +3% physical Maximum encumbrance: +25 Physical save: +8 (+3 eff.) Confusion immunity: +5% Mana when firing critical spell: +1.00 Movement speed: +20% A pair of boots made of leather. |
Astryl's Crystal Bindings (0 def, 0 armour) Astryl's Crystal Bindings (0 def, 0 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +8% mind / +8% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +8% mind / +8% physical Psi each turn: +0.20 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Talent on hit(mindpower): Lash (10% chance level 2). These gloves shimmer with countless colors, even in the absence of light. |
Gida the Stormvagrant (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes resistances: +7% light Changes resistances penetration: +15% lightning Changes damage: +3% light / +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xerariatha (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 temporal Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane Changes damage: +6% temporal Silence immunity: +0% Mindpower: +4 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
iron helm of trickery (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 penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +2 Dex Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic hardened leather armour of spell shielding (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 0 physical Changes resistances: +14% light / +12% darkness / +6% arcane Spell save: +12 (+4 eff.) A suit of armour made of leather. |
acidic quiver of ash arrows of erosion (17/17, 19.5-27.3 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid / +9 temporal / +11 nature Arrows are used with bows to pierce your foes to death. |
insidious quiver of ash arrows of vileness (15/15, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 12% chance to disease Damage (Ranged): +17 insidious poison / +9 blight Arrows are used with bows to pierce your foes to death. |
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 Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
58 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. |
3 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 Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
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 Secondary Damage Type: Lightning + Daze for 5 turns 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 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns 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 Secondary Damage Type: Lightning + Daze for 5 turns 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns 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. |
4 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 Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Huribar the GlitterbearerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +9% acid Changes damage: +12% light Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Secondary Damage Type: Burning Shock (stun) for 5 turns 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, costing 202 power out of 281/400. 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. |
crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
stralite back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -16% Maximum encumbrance: +40 Tinkers can be attached to normal items to improve them with steam power! |
2 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 Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
7 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
2 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
2 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Usrus the Shalore Adventurer level 23
68th Dusk 122nd year of Ascendancy at 22:00 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Usrus the Shalore Adventurer level 10
12nd Dusk 122nd year of Ascendancy at 10:23 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Usrus the Shalore Adventurer level 20
56th Dusk 122nd year of Ascendancy at 11:22 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Usrus the Shalore Adventurer level 21
62nd Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Usrus the Shalore Adventurer level 9
8th Flare 122nd year of Ascendancy at 04:32 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Usrus the Shalore Adventurer level 13
27th Dusk 122nd year of Ascendancy at 20:10 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Usrus the Shalore Adventurer level 22
65th Dusk 122nd year of Ascendancy at 04:55 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Usrus the Shalore Adventurer level 15
34th Dusk 122nd year of Ascendancy at 21:37 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Usrus the Shalore Adventurer level 21
58th Dusk 122nd year of Ascendancy at 11:17 see stats
Log
Usrus's temporal clone warps space-time to equip: Belutha
stralite dagger of phasing
voratun greatmaul 'Cleansenaught'.
Usrus calls forth a temporal warden from another timeline.
Usrus's temporal clone performs a melee critical strike against Elubeth the elven mage!
Elubeth the elven mage's armor corrodes!
Elubeth the elven mage starts to bleed.
Elubeth the elven mage resists the mind attack!
Elubeth the elven mage slows down.
Elubeth the elven mage is pinned to the ground.
Elubeth the elven mage is nearing the end.
Usrus's temporal clone converts damage to paradox!
Adsorption Shield hits Usrus's temporal clone for 8 healing, 8 healing (0 total damage) [15 healing].
Usrus hits Something for (94 shifted), 0 physical, 6 acid, 7 darkness, 1 physical, 19 fire, 16 mind, 85 temporal, 2 nature (137 total damage).
Usrus's temporal clone hits Elubeth the elven mage for 350 physical, 2 lightning, 2 fire, 2 acid, 2 cold, 4 arcane, 1 physical, 2 mind, 73 physical, 31 temporal, 37 physical, 63 temporal, 81 temporal, 82 physical, 2 lightning, 2 fire, 2 acid, 2 cold, 4 arcane, 1 physical, 4 mind, 81 temporal (833 total damage).
Elubeth the elven mage hits Usrus's temporal clone for (5 to psi shield), (1 converted), 2 acid, (5 to psi shield), (1 converted), 2 acid (3 total damage).
Elubeth the elven mage killed Usrus's temporal clone!
Bleeding from Usrus hits Elubeth the elven mage for 4 physical damage.
Elubeth the elven mage summons a War Hound!
Elubeth the elven mage's mind surges with critical power!
Usrus casts Rethread.
Elubeth the elven mage's lifeline has been braided.
Usrus hits Elubeth the elven mage for 249 temporal damage.
Usrus hits Something for 245 temporal damage.
Usrus is no longer being grounded.
Talent Fold Warp is ready to use.
Usrus receives 33 healing.
War hound is nearing the end.
Usrus's Arrow Echoes hits Something for (74 shifted), 0 physical, 6 acid, 7 darkness, 1 physical, 19 fire, 8 mind, 86 temporal, 2 nature (130 total damage).
Usrus's Arrow Echoes hits War hound for 84 temporal, 29 lightning (113 total damage).
Saving game...










































































































