













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 16 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 16 on the 20th Wealth 122nd year of Ascendancy at 23:45 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 19 (base 12) |
| Constitution | 26 (base 22) |
| Magic | 13 (base 10) |
| Willpower | 64.079070334036 (base 43) |
| Cunning | 44.831628133614 (base 20) |
Resources
| Life | -56/472 |
| Equilibrium | 38 |
| Healing Factor | 1.6607207862835 |
| Regeneration | 0.41518019657088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 31.990669513185 |
| See Invisible | 37.990669513185 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Cold | +5% |
| Physical | +8% |
| Fire | +5% |
| Nature | +9% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 26.098386806168 (50%) |
| Defense | 22 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 41 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 49%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 39%( 70%) |
| Lightning | + 43%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 32%( 70%) |
| Mind | + 43%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Bleed Resistance | 80% |
| Confusion Resistance | 10% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| 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 179 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Elemental Harmony |
| talent | Psiblades |
| talent | Meditation |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases all resists by 6%. Elemental Harmony |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target's skin turns to stone, granting 12 armour, 16 physical save and 16 spell save. Dwarven Resilience |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within1 lumberjacks have died. | done |
Equipment
| On feet | Silirin (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Changes resistances: +6% nature / +6% fire / +9% darkness / +3% temporal Stealth bonus: +6 Blindness immunity: +15% Mental crit. chance: +2% A pair of boots made of leather. |
| Light source | YvodathInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +6 (+3 eff.) Armour: +6 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str Only die when reaching: -40.00 life Maximum life: +80.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ivigaralle the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +7 Wil Physical save: +6 (+3 eff.) Cut immunity: +10% Confusion immunity: +10% Teleport immunity: +15% See invisible: +3 A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets 'Eremelaldir' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Mag / +1 Wil / +4 Cun / +1 Con Changes resistances: +6% mind Changes damage: +3% physical Grants telepathy: Demon/Minor Demon/Major See invisible: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 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. |
| On fingers | Emelothra the BlastragePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +11 Cun / +3 Mag Changes resistances: +9% lightning Spellpower: +6 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| On fingers | sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+9 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +4 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | grounding gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Cut immunity: +70% Stun/Freeze immunity: +25% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 257 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | vined mindstar 'Turalaneg' (5-5.5 power, 21 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 5.0 - 5.5 Uses stats: 49% Wil, 21% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +21 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour by 30% * 14 arcane resource burn * Slows global speed by 7% When wielded/worn: Changes resistances: +2% arcane / +8% mind Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +4 (+2 eff.) Maximum psi: +18.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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 | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | mossy mindstar 'Adyrin' (2-2.2 power, 14 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 42% Wil, 14% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +14 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +3% blight / +3% cold / +3% nature Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Infravision radius: +2 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. |
| Cloak | Barkrip (1 def, 0 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.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +3 Cun Changes resistances penetration: +15% mind Changes damage: +6% nature Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +11% darkness / +10% cold / +11% mind / +11% fire Changes damage: +5% acid / +5% physical / +5% cold / +5% fire Talent cooldown: Refit Golem (-2 turns) Physical save: +10 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 250 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Belibrevena the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes resistances penetration: +15% blight Spell save: +18 (+6 eff.) Confusion immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Spellpower: +4 (+1 eff.) Amulets can have magical properties. |
Nerora the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +10 Wil Changes resistances: +12% temporal Changes damage: +6% temporal Mental save: +5 (+2 eff.) Confusion immunity: +13% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
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... |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light / +11% darkness Blindness immunity: +22% Amulets can have magical properties. |
rogue's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
creative mossy mindstar of life (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +7.00% Life regen: +0.70 Maximum life: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
gifted vined mindstar (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +7 (+2 eff.) Mental crit. chance: +2% 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. |
Relgalathathad the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil / +4 Mag Critical mult.: +10.00% Spell save: +6 (+2 eff.) Maximum vim: +50.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
Nimbussquall the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Damage when hit (Melee): 8 lightning Changes stats: +2 Cun Changes resistances: +5% darkness / +3% lightning Light radius: +3 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
cured leather armour 'Camanarirek' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +4 Wil Changes resistances: +6% mind Changes resistances penetration: +15% mind Mental save: +21 (+7 eff.) Life regen: +1.00 Maximum life: +40.00 Healing mod.: +11% A suit of armour made of leather. |
Nerulramina the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +7 Wil / +2 Con Changes resistances: +26% acid / +6% physical / +23% cold / +7% fire / +8% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +22% Psi when hit: +0.04 A suit of armour made of metal plates. |
Nightraptor (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Cun / +2 Str Grants telepathy: Humanoid/Orc Light radius: +3 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blazeveil the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% all Changes resistances penetration: +15% fire Changes damage: +3% fire Spell save: +7 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +8 (+3 eff.) 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grori the Dwarf Summoner level 12
10th Profit 122nd year of Ascendancy at 18:57 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Grori the Dwarf Summoner level 10
3rd Acquisition 122nd year of Ascendancy at 16:49 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Grori the Dwarf Summoner level 6
20th Voratun 122nd year of Ascendancy at 01:25 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Grori the Dwarf Summoner level 12
19th Profit 122nd year of Ascendancy at 02:29 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Grori the Dwarf Summoner level 13
38th Profit 122nd year of Ascendancy at 02:36 see stats
Log
Minotaur moves reluctantly!
Arokira the gloomy cave bear receives 30 healing from Unnatural Body.
Grori uses Infusion: Healing.
Grori receives 298 healing from Infusion: Healing.
Grori uses Infusion: Wild.
Grori speeds up.
Grori is cured!
Grori lessens the pain.
Grori performs a melee critical strike against Shadow!
Shadow casts Fade.
Shadow fades!
Grori hits Shadow for 0 nature, 0 arcane, 0 physical, 0 nature, 0 physical (0 total damage).
Sick great wolf misses Grori.
Gloomy dire wolf howls
Sick wolf rushes out!
Sick wolf misses Grori.
Shadow casts Fade.
Shadow fades!
Sick great wolf's creeping dark hits Shadow for 0 darkness damage.
The Withering Thing uses Blindside.
Sick great wolf's creeping dark hits Arokira the gloomy cave bear for 10 darkness damage.
Sick great wolf's creeping dark hits Minotaur for 10 darkness damage.
Sick great wolf's creeping dark hits Grori for 6 darkness damage.
Minotaur hits Sick great wolf for 73 physical damage.
Sick giant crystal rat's creeping dark hits Sick giant white rat for 7 darkness damage.
Shadow casts Shadow Flames.
Shadow uses Dominate.
Shadow casts Shadow Flames.
Saving game...





































































