
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 | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 19 / 1% |
| Size | big |
| Lifes / Deaths | Killed by Yvedheda the bloated horror at level 19 on the 36th Haze 122nd year of Ascendancy at 15:00 / 1 |
Primary Stats
| Strength | 36 (base 30) |
| Dexterity | 11 (base 10) |
| Constitution | 30 (base 25) |
| Magic | 45 (base 41) |
| Willpower | 12 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -41/646 |
| Positive | 81/104 |
| Equilibrium | 0 |
| Insanity | 37/100 |
| Healing Factor | 1.26 |
| Regeneration | 0.31499999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 29.365639880936 |
| See Invisible | 29.365639880936 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 38 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +39% |
| Lightning | +12% |
| Light | +12% |
| Darkness | +13% |
| Blight | +4% |
| Physical | +4% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 10 |
| Physical Save | 40 |
| Spell Save | 22 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 29%( 70%) |
| Physical | + 39%( 70%) |
| Fire | + 37%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 31%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Silence Resistance | 53% |
| Disarm Resistance | 22% |
| Knockback Resistance | 22% |
| Confusion Resistance | 22% |
| Stun Resistance | 53% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 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 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 174 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 22, resist all by 22%, and reducing the duration of detrimental timed effects by 22%. Out of Phase |
| detrimental effect | The target is poisoned and sick, doing 26.28 nature damage per turn. Each time it tries to use a talent there is 9% chance of failure. Crippling Poison |
| beneficial effect | The target is recovering 24 life each turn. Recovery |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Arowyn' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes resistances: +6% cold Physical save: +3 (+1 eff.) Blindness immunity: +10% Disease immunity: +20% Silence immunity: +25% Confusion immunity: +22% Stun/Freeze immunity: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +11% 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 | Dazzlevein (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 nature Changes stats: +3 Con Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +12% light Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of thermal psionic shield 'Cinderqueen' [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 fire Changes resistances penetration: +15% fire Changes damage: +9% darkness / +18% fire Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BelethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Con Changes damage: +3% mind Critical mult.: +15.00% Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +23.00 Maximum hate: +8.00 Rings can have magical properties. |
| On fingers | Guniregogas the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% fire / +5% arcane / +2% physical Physical save: +30 (+10 eff.) Blindness immunity: +10% Silence immunity: +28% Mana each turn: +0.21 Rings can have magical properties. |
| Around waist | noble's rough leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Reduced damage from: +15% Summoned It can be used to create a temporary shield that absorbs 200 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Chysalatharath (132% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Damage (Melee): +17 cold When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Changes stats: +1 Wil Changes damage: +3% mind Grants telepathy: Dragon Mindpower: +6 (+3 eff.) Blunt and deadly. |
| On hands | Adimirin (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 5 physical Changes stats: +2 Cun / +1 Wil Changes damage: +3% mind / +4% physical Mental save: +12 (+6 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 46.18 physical damage, inflicting bleeding for another 23.09 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
| Cloak | Lightningrune (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Wil / +2 Mag Changes damage: +30% mind / +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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 (+3 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... |
Inventory
wild infusion of the titan (resist 17%; cure physical)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: 13 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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 8.37 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xerewen the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +5 Wil / +5 Mag Changes resistances: +20% darkness Changes damage: +10% darkness / +12% arcane Mental save: +5 (+3 eff.) Confusion immunity: +24% Spellpower: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Ivenne the Hellcut (110% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% Range: 1.5x Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +19 insidious poison / +16 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% acid / +18% fire Changes damage: +9% fire Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
warbringer's dwarven-steel longsword of projection (129% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Dawnbearer (97% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 97% Range: 1.1x 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: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Effects when hit in melee: * Slows global speed by 4% Changes stats: +3 Dex Changes damage: +4% nature / +18% light Mindpower: +4 (+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. |
This item will automatically be transmogrified when you leave the level.Hylen the mossy mindstar (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind 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: +3 Cun / +7 Wil Critical mult.: +22.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 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. |
This item will automatically be transmogrified when you leave the level.Balytar (118% power, 3 apr, light element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 119% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +8.0% Physical power: +10 (+4 eff.) Changes stats: +2 Str Changes damage: +15% light / +9% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
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. |
Poreriakira the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 8 mind Changes resistances: +9% light Stealth bonus: +6 Disease immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +10% A belt that goes around your waist. |
Gorewreath (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 light Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +6% light Physical save: +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. |
Cyruwe the Sparkbliss (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes resistances: +3% lightning Changes resistances penetration: +15% temporal Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane / 8 light Changes stats: +4 Wil / +5 Mag Changes resistances: +4% arcane / +8% light Changes damage: +5% light It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 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. |
Brightwell the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% cold / +1% physical Changes damage: +6% light Allows you to breathe in: water Stamina each turn: +0.40 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +11% nature / +11% blight A suit of armour made of metal plates. |
12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
301 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 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. |
3 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. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
This item will automatically be transmogrified when you leave the level.Glimmerspiker Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Dex / +10 Mag Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Earoremalin the elm totem of thorny skin [power 17] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +3% mind Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +30 (+15 eff.) It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Galemaster' [power 17] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances penetration: +5% lightning Changes damage: +9% blight / +18% lightning It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature 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 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.shadowy ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 61 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
11 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By UnseeingEye the Ogre Writhing One level 10
10th Mirth 122nd year of Ascendancy at 02:52 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By UnseeingEye the Ogre Writhing One level 16
50th Dusk 122nd year of Ascendancy at 22:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By UnseeingEye the Ogre Writhing One level 13
4th Dusk 122nd year of Ascendancy at 13:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By UnseeingEye the Ogre Writhing One level 18
30th Haze 122nd year of Ascendancy at 03:56 see stats
Log
Emegabeth the treant shares damage with his oozes!
UnseeingEye hits Emegabeth the treant for 2 fire, 1 nature, 3 fire, 1 nature (8 total damage).
Emegabeth the treant hits UnseeingEye for 55 mind, 41 nature (96 total damage).
Bloated ooze is caught in a web!
Bloated ooze is pinned to the ground.
UnseeingEye casts Lash Out.
You require a weapon and an empty offhand!
UnseeingEye casts Tendrils Eruption.
Emegabeth the treant's mind surges with critical power!
Emegabeth the treant is invigorated by the attack!
Emegabeth the treant resists the mind attack!
Emegabeth the treant is caught by a slimy tendril.
Yvedheda the bloated horror resists the slimy tendril!
Emegabeth the treant is dazed!
Emegabeth the treant shares damage with his oozes!
Yvedheda the bloated horror hits UnseeingEye for 8 fire damage.
UnseeingEye hits Yvedheda the bloated horror for 5 darkness, 3 physical, 5 mind (13 total damage).
UnseeingEye hits Emegabeth the treant for 16 darkness, 1 physical, 1 mind (18 total damage).
Emegabeth the treant hits UnseeingEye for 18 acid damage.
Yvedheda the bloated horror uses Mind Sear.
Yvedheda the bloated horror hits UnseeingEye for 71 mind damage.
UnseeingEye receives 30 healing.
Crippling Poison from Emegabeth the treant hits UnseeingEye for 6 nature damage.
Emegabeth the treant uses Slime Spit.
Emegabeth the treant's Slime Spit hits UnseeingEye for 37 nature damage.
Emegabeth the treant feels pain again.
Yvedheda the bloated horror uses Telekinetic Blast.
Yvedheda the bloated horror's mind surges with critical power!
Saving game...























































































