












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Mindslayer |
| Level / Exp | 24 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 7 on the 6th Mirth 122nd year of Ascendancy at 08:17 / 2Killed by Isitira the war bear at level 24 on the 35th Haze 122nd year of Ascendancy at 12:02 |
Primary Stats
| Strength | 22 (base 24) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 65 (base 47) |
| Cunning | 66 (base 43) |
Resources
| Life | -176/433 |
| Psi | 65/196 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 3.4273757396271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +110.31638663509% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 72.880545025042 |
| See Invisible | 72.880545025042 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 48 |
| Crit Chance | 22% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +11% |
| Cold | +23% |
| All | +2% |
Offense: Damage Penetration
| Mind | +20% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 70.551211628464 (73.607947236566%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 23 |
| Physical Save | 27 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 47%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 48%( 70%) |
| All | 0%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 29%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Stun Resistance | 67% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 6 turns. While Heroism is active, you will only die when reaching -400 life. The duration and life will increase by 1% for every 1% life you have lost (currently 963 life, 14 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Charged mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 failed to protect the lone alchemist from death by IDK. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by IDK. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by IDK. 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 Shardskin. * 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 |
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 |
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 within8 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
| Psionic focus | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| Quiver | Lavaquill (17/17, 30-37 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 10% chance to reduce all saves and defense by 34 * 20% chance to knock the target back 3 spaces and deal 224 physical damage * Create an explosion dealing 36 cold damage (1/turn) Damage (Ranged): +16 physical / +4 mind Damage (radius 1) on hit: +16 mind / +4 fire Shots are used with slings to pummel your foes to death. |
| On hands | Layuldakira the Radiancewither (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Fatigue: +3% Damage (Melee): 10 physical Changes resistances: +6% light Changes resistances penetration: +15% physical Changes damage: +3% cold / +4% physical Stamina each turn: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| On feet | Quenchripper (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+11 eff.) Armour: +3 Changes resistances: +8% lightning / +7% temporal Changes damage: +3% cold Physical save: +6 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life A pair of boots made of leather. |
| Tool | focusing ash totem of healing [power 188] (8/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.24 cold and 17.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +3 Cun Silence immunity: +20% Stun/Freeze immunity: +22% Life regen: +3.00 Mana each turn: +0.15 Equilibrium when hit: +0.08 Spellpower: +7 (+3 eff.) Mental crit. chance: +3% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Ivata (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Changes resistances penetration: +10% mind Talent granted: +1 Attune Mindstar Stun/Freeze immunity: +20% Maximum life: +100.00 Mindpower: +21 (+6 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | cashmere cloak 'Poxoath' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +2 Cun Changes resistances: +18% fire / +12% light / +6% nature Changes resistances penetration: +10% mind Changes damage: +9% lightning Stealth bonus: +8 Equilibrium when hit: +0.08 Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel plate armour of the dragon (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +6% acid / +8% physical / +10% darkness / +10% blight / +8% cold / +8% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +23% Light radius: +1 A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (res 31%; physical; dur 3; cd 14)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: 14 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
blink rune of the psychic (range 6; phase 23; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
mule's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +21 Rings make your fingers look great! |
wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Glorubeth the stralite dagger (30-38 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Physical crit. chance: +1.0% Physical power: +25 (+9 eff.) Changes stats: +2 Con Changes resistances: +6% mind Stamina each turn: +3.00 Sharp, short and deadly. |
voratun longsword 'Bidur' (44-61 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): +6 blight When wielded/worn: Armour: +6 Changes resistances: +12% light Physical save: +6 (+3 eff.) Psi when hit: +0.08 Only die when reaching: -80.00 life Maximum psi: +40.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Chillveil (46-65 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% acid / +12% light / +10% lightning / +12% fire / +11% cold / +6% all Changes damage: +9% cold Reduces incoming crit damage: 10.00% Spell save: +12 (+6 eff.) See invisible: +9 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Eiliniba (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% blight / +6% acid Changes resistances penetration: +15% mind Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 48.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Frostreign (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+7 eff.) Changes resistances: +9% mind / +12% cold Changes resistances penetration: +10% cold Changes damage: +30% darkness / +15% cold Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 65.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of fate (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.blighted yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +19.00 Spellpower: +14 (+7 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Cinderblood the stralite waraxe (34-47 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +23 (+12 eff.) Armour: +4 Damage when hit (Melee): 4 fire Changes stats: +4 Dex / +4 Wil / +4 Con Physical save: +12 (+6 eff.) Combat speed: +10% One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% 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. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Stokearc'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +5% arcane / +30% fire Changes damage: +3% fire Life regen: +1.60 Healing mod.: +15% A belt that goes around your waist. |
insulating rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold Maximum life: +52.00 Maximum mana: +34.00 Maximum stamina: +29.00 Maximum hate: +10.00 Maximum psi: +21.00 Maximum vim: +21.00 Maximum pos.energy: +21.00 Maximum neg.energy: +21.00 Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
Aerybrebrewyn (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +1 Mag / +2 Wil Changes resistances: +3% acid / +3% blight Changes resistances penetration: +10% blight / +10% arcane Spell save: +5 (+3 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emyra the Brightnail (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Cun / +3 Dex Changes resistances: +15% light / +9% temporal Changes damage: +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight / +9% all Changes damage: +6% nature Poison immunity: +25% Disease immunity: +20% Life regen: +1.50 Maximum life: +40.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Aragath the pair of hardened leather boots (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +4 Wil Changes resistances: +15% temporal / +12% cold Changes resistances penetration: +7% physical Physical save: +6 (+3 eff.) Confusion immunity: +20% Mindpower: +6 (+2 eff.) Healing mod.: +10% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Bethakira the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% blight / +9% fire / +3% nature Stamina each turn: +0.30 Maximum stamina: +11.00 Mindpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Dimwilder (0 def, 12 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 10 physical Changes resistances: +3% light / +6% fire Changes resistances penetration: +15% darkness Changes damage: +6% fire / +24% darkness / +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Oludunadan the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +6 Fatigue: +3% Damage (Melee): 5 blight Changes stats: +6 Cun Changes resistances: +7% blight Changes resistances penetration: +20% mind Changes damage: +6% blight Critical mult.: +5.00% Hate when firing a critical mind attack: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap 'Dazzlebrand' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% light / +5% arcane / +3% mind Disarm immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +20% A cap made of leather. |
Rimebore the steel shield (0 def, 4 armour, 39.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 6 mind Changes resistances: +18% lightning / +6% cold Changes resistances penetration: +25% cold Talent granted: +1 Block Handheld deflection devices. |
steel shield 'Emelura' (0 def, 4 armour, 41.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +4 Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 2 lightning Changes stats: +2 Str / +2 Dex Changes resistances: +12% blight / +3% temporal / +12% nature / +3% acid Changes damage: +3% acid / +6% temporal Talent granted: +1 Block 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. |
184 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. |
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. |
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. |
7 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quick dwarven-steel torque of mindblast [power 190] (8/11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of stinging [power 248] (8/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 253 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
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 Gems can be sold for money or used in arcane rituals. |
3 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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By IDK the Shalore Mindslayer level 13
3rd Dusk 122nd year of Ascendancy at 13:01 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By IDK the Shalore Mindslayer level 24
18th Haze 122nd year of Ascendancy at 03:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By IDK the Shalore Mindslayer level 18
41st Dusk 122nd year of Ascendancy at 15:15 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By IDK the Shalore Mindslayer level 20
71st Dusk 122nd year of Ascendancy at 23:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By IDK the Shalore Mindslayer level 10
1st Summertide 122nd year of Ascendancy at 03:37 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By IDK the Shalore Mindslayer level 20
70th Dusk 122nd year of Ascendancy at 16:47 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By IDK the Shalore Mindslayer level 21
1st Time of Equilibrium 122nd year of Ascendancy at 12:15 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By IDK the Shalore Mindslayer level 16
31st Dusk 122nd year of Ascendancy at 10:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By IDK the Shalore Mindslayer level 11
1st Flare 122nd year of Ascendancy at 10:07 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By IDK the Shalore Mindslayer level 17
37th Dusk 122nd year of Ascendancy at 13:19 see stats
Log
IDK's ability to fight has recovered.
IDK's armour is more intact.
IDK is no longer poisoned.
IDK is cured!
IDK receives 316 healing.
Ritch flamespitter spits flames!
Black jelly absorbs some damage. Aroma the brown bear is closer to nature.
IDK's Beyond the Flesh hits Black jelly for 96 physical, 71 light, 48 darkness, 10 physical, 15 physical (240 total damage).
Ritch flamespitter hits IDK for 65 fire damage.
War bear misses IDK.
Aroma the brown bear summons a War Hound!
Aroma the brown bear's mind surges with critical power!
Xabeth the brown bear uses Slime Spit.
IDK slows down.
IDK uses Telekinetic Smash.
Xabeth the brown bear's Slime Spit hits IDK for (68 to psi shield), 124 nature (124 total damage).
Xabeth the brown bear is stunned!
Xabeth the brown bear shares damage with his oozes!
IDK hits Xabeth the brown bear for 106 mind, 10 physical, 16 physical, 98 physical, 24 light, 24 darkness, 5 physical, 8 physical (292 total damage).
Melee retaliation hits IDK for (6 to psi shield), 9 acid, 0 arcane, (6 to psi shield), 9 acid, 0 arcane (19 total damage).
Ritch flamespitter spits flames!
IDK's Beyond the Flesh hits Aroma the brown bear for 126 physical, 51 light, 51 darkness, 11 physical, 16 physical (255 total damage).
Ritch flamespitter hits IDK for 65 fire damage.
Aroma the brown bear misses IDK.
Isitira the war bear uses Mind Sear.
Isitira the war bear's mind surges with critical power!
Aroma the brown bear hits IDK for (3 to psi shield), 4 mind (4 total damage).
Isitira the war bear hits IDK for (68 to psi shield), 256 mind (256 total damage).
IDK the level 24 shalore mindslayer was mentally tortured to death by Isitira the war bear on level 1 of Bearscape.












































































































