









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 19 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Velaba the dremling at level 19 on the 45th Haze 122nd year of Ascendancy at 17:39 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 37 (base 34) |
| Magic | 52 (base 46) |
| Willpower | 13 (base 10) |
| Cunning | 14 (base 13) |
Resources
| Life | -229/498 |
| Positive | 84/104 |
| Negative | 36/104 |
| Healing Factor | 1.3041015905906 |
| Regeneration | 0.32602539764764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 1 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 15 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
| Lightning | +6% |
| Light | +22% |
| Physical | +3% |
| Mind | +18% |
| Darkness | +13% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +15% |
| Blight | +10% |
| Arcane | +5% |
| Cold | +15% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 13 (65.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 28 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 21%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 47%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 12% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 34 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. Its effects scale with your Willpower stat. |
| 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 215/215 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Lady Zoisla the Tidebringer. Escort: repented thief (level 2 of Heart of the Gloom) | 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 honey tree root. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' | 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 |
Equipment
| On feet | Rainripper the pair of rough leather boots (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+5 eff.) Changes resistances: +6% fire / +6% cold Changes damage: +6% cold Physical save: +3 (+2 eff.) Pinning immunity: +10% A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Mayewyn (21 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +21 (+7 eff.) Changes stats: +4 Dex / +2 Wil Physical save: +6 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -20.00 life Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
| Tool | Dagyzilaldir the Haildash [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +3% light / +3% cold Changes resistances penetration: +15% cold It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Belyta'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+3 eff.) Changes stats: +1 Dex Changes resistances: +6% nature / +6% blight Changes resistances penetration: +10% blight / +5% arcane Physical save: +6 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +7 (+4 eff.) Poison immunity: +12% Disease immunity: +14% Maximum stamina: +30.00 Spellpower: +8 (+3 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Rharin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +1 Cun Changes damage: +3% arcane Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Emerin'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +3% physical Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Mindpower: +3 (+2 eff.) Light radius: +2 See invisible: +15 A belt that goes around your waist. |
| In main hand | Aerille the Dawnravager (100% power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes resistances penetration: +15% darkness / +15% light Changes damage: +12% light / +9% mind / +13% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 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 114.90 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. |
| On hands | heroic hardened leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Mental save: +9 (+5 eff.) Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| Cloak | Blastwinnow the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 33% * 10% chance to reduce all saves and defense by 17 Changes resistances: +3% acid Changes resistances penetration: +15% lightning Changes damage: +9% mind Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gunogokath the MucusruptureInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +6% light Changes damage: +3% nature / +6% lightning Stun/Freeze immunity: +20% Light radius: +1 Amulets make your neck look great! |
Inventory
wild infusion of the titan (res 23%; physical; dur 2; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 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 nature talent. |
blink rune (range 4; phase 10; cd 13)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: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. 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. |
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... |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +5 (+1 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Ce'Nubeth the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Effects on melee hit: * 10% chance to slow global speed by 42% Changes stats: +3 Con Changes resistances: +3% nature / +15% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Chitir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+3 eff.) Physical save: +13 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Stamina each turn: +1.00 Rings make your fingers look great! |
copper ring 'Cloudcrypt'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +3% lightning / +11% cold Psi when hit: +0.08 Mental crit. chance: +2% Rings make your fingers look great! |
copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 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. |
Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
ash magestaff 'Ivimina' (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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: Damage when hit (Melee): 2 mind Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +9% mind / +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +5 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Mana each turn: +0.17 Spellpower: +15 (+5 eff.) Spell crit. chance: +12% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Aerath the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+8 eff.) Changes stats: +1 Con Mental save: +5 (+3 eff.) Stamina each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A belt that goes around your waist. |
Gunydorab the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Mag Changes resistances: +5% lightning / +6% temporal / +6% acid Critical mult.: +15.00% Only die when reaching: -20.00 life A belt that goes around your waist. |
Lorilagar the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +15% cold / +6% light / +5% darkness Spellpower on spell critical (stacks up to 3 times): +2 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Ashbrace (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Mag / +2 Con Changes resistances: +12% acid Changes resistances penetration: +5% fire Changes damage: +3% fire Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belurina (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +1 Dex / +1 Mag Changes resistances penetration: +20% mind Changes damage: +6% mind / +3% physical Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deligen the Glowwarden (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +3% light / +3% acid Changes damage: +6% acid / +3% light Physical save: +5 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashraze (3 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +15% lightning / +7% cold / +7% blight / +9% all Changes damage: +13% lightning / +7% physical / +10% cold Physical save: +17 (+9 eff.) Life regen: +3.00 Maximum life: +40.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 19.78 to 24.72 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adudann 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: -4% Changes stats: +1 Wil / +3 Cun / +2 Con Maximum encumbrance: +21 Physical save: +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Branygofast the Burnvice (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +1 Dex / +3 Cun Changes resistances: +12% acid Changes damage: +3% fire Life regen: +2.00 Healing mod.: +11% A pair of boots made of leather. |
Isloriawe the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +3 Wil / +4 Con Changes resistances: +6% lightning / +6% temporal Light radius: +1 A pair of boots made of leather. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +23% Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adimitta the Duathelwild (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +1 Cun Changes resistances: +6% lightning Changes damage: +4% lightning Critical mult.: +5.00% Mana when firing critical spell: +1.00 Maximum hate: +6.00 Mindpower: +15 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Corpseoath the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +5% nature Changes damage: +3% nature Spell save: +6 (+3 eff.) 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. |
polar rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.93 to 80.80 lightning damage (53.87 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Elenorath (0 def, 1 armour) =oop=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +16% cold Teleport immunity: +20% Maximum life: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Falithel (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +6% temporal / +3% blight Spell save: +3 (+1 eff.) Teleport immunity: +10% Only die when reaching: -60.00 life See invisible: +12 A cap made of leather. |
Glintsear (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes damage: +6% light / +3% blight Mana each turn: +0.12 Maximum mana: +20.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +1% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lelotontir the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +4 Cun / +3 Con Changes resistances: +6% fire / +9% mind / +6% cold Reduces incoming crit damage: 5.00% Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Earuvor (13/13, 125% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 126% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 On weapon hit: * 20% chance to reduce armor by 33% Damage (Ranged): +4 acid / +12 arcane / +8 blight Damage (radius 1) on hit: +20 acid Arrows are used with bows to pierce your foes to death. |
5 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. |
253 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. |
iron pickaxe 'Ce'Namina' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid Confusion immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of psionic shield 'Kilndash' [power 47] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Damage when hit (Melee): 2 fire Changes damage: +9% fire It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 37. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Eclipsesting' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 2 cold Changes resistances: +9% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Balikalthodig' [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes damage: +6% mind / +6% physical Maximum stamina: +30.00 It can be used to sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
11 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. |
8 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. |
4 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 Lovely Orbs the Higher Anorithil level 10
68th Dusk 122nd year of Ascendancy at 01:02 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Lovely Orbs the Higher Anorithil level 4
17th Dusk 122nd year of Ascendancy at 19:51 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lovely Orbs the Higher Anorithil level 8
45th Dusk 122nd year of Ascendancy at 08:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lovely Orbs the Higher Anorithil level 8
25th Dusk 122nd year of Ascendancy at 04:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lovely Orbs the Higher Anorithil level 14
12nd Haze 122nd year of Ascendancy at 07:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lovely Orbs the Higher Anorithil level 16
29th Haze 122nd year of Ascendancy at 10:21 see stats
Log
Mirror Image (Velaba the dremling) hits Lovely Orbs for 41 lightning damage.
Velaba the dremling hits Lovely Orbs for (27 absorbed), 138 lightning (138 total damage).
LIFE LOST WARNING!
Lovely Orbs uses Infusion: Movement.
Lovely Orbs is moving at extreme speed!
Talent Moonlight Ray is ready to use.
Talent Rune: Mirror Image is ready to use.
Bleeding from Mirror Image (Velaba the dremling) hits Lovely Orbs for 26 physical damage.
Lovely Orbs slows down.
Bleeding from Mirror Image (Velaba the dremling) hits Lovely Orbs for 26 physical damage.
Bleeding from Mirror Image (Velaba the dremling) hits Lovely Orbs for 26 physical damage.
Talent Sun Flare is ready to use.
Bleeding from Mirror Image (Velaba the dremling) hits Lovely Orbs for 26 physical damage.
Lovely Orbs stops bleeding.
Talent Shadow Blast is ready to use.
Velaba the dremling casts Earthen Missiles.
Lovely Orbs starts to bleed.
Velaba the dremling's Earthen Missiles hits Lovely Orbs for 66 physical damage.
Velaba the dremling's Earthen Missiles hits Lovely Orbs for 66 physical, 11 physical (77 total damage).
Velaba the dremling's Earthen Missiles hits Lovely Orbs for 66 physical, 11 physical (77 total damage).
Lovely Orbs the level 19 higher anorithil was pierced to death by Velaba the dremling on level 1 of The Maze.
A shield forms around Lovely Orbs.



















































































