











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 18 / 42% |
| Size | big |
| Lifes / Deaths | Killed by Isludhetta the gloomy brown bear at level 18 on the 44th Profit 122nd year of Ascendancy at 19:35 / 1 |
Primary Stats
| Strength | 51 (base 46) |
| Dexterity | 19 (base 17) |
| Constitution | 25 (base 21) |
| Magic | 14 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 22 (base 19) |
Resources
| Life | -98/696 |
| Stamina | 76/168 |
| Equilibrium | 40 |
| Healing Factor | 1.1153846153847 |
| Regeneration | 8.0991387620381 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 47 |
| Crit Chance | 55% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Physical | +9% |
| Light | +14% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +5% |
| Fire | +15% |
| Physical | +5% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 37.723073231957 (93.924050632911%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 30 |
| Physical Save | 38 |
| Spell Save | 29 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Light | + 52%( 70%) |
| Blight | + 16%( 70%) |
| Darkness | + 27%( 70%) |
| Acid | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 64% |
| Poison Resistance | 40% |
| Blind Resistance | 24% |
| Silence Resistance | 34% |
| Bleed Resistance | 20% |
| Pinning Resistance | 84% |
| Disarm Resistance | 47% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 449% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 7. Intimidated |
| detrimental effect | The target is poisoned, taking 0.13 nature damage per turn. Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
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. | active |
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. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Faleroddanik' (14 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +14 (+7 eff.) Fatigue: +2% Changes resistances: +6% acid Physical save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Poison immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 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 | iron helm 'Elenodehad' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex / +1 Con Changes resistances penetration: +5% mind Psi when hit: +0.04 Light radius: +3 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Scabkiller' (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 penetration: +5% nature / +5% physical Changes damage: +9% physical Stamina each turn: +1.00 Only die when reaching: -40.00 life Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | TidestakePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +6 Mag Changes resistances penetration: +5% lightning Changes damage: +3% cold Spell save: +12 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
| On fingers | steel ring 'Tideripper'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% light Changes resistances penetration: +5% cold / +15% fire Changes damage: +14% light / +9% cold Silence immunity: +24% Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +22% Mana each turn: +0.11 Maximum life: +24.00 Rings can have magical properties. |
| Around waist | Strikevengeance the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +1 Cun Changes resistances: +15% lightning Critical mult.: +20.00% Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | iron gauntlets 'Dagahir' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% blight Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +10% Cut immunity: +20% Silence immunity: +10% Disarm immunity: +21% Pinning immunity: +20% 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. |
| Main armor | Xerarin the Scumrazor (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 31% Changes resistances: +11% light / +12% darkness Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Maximum stamina: +30.00 A suit of armour made of metal plates. |
| Cloak | Isawe (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +6 (+3 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% blight Reduces incoming crit damage: 15.00% Poison immunity: +20% Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Khelerig the WoestoneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +11% light / +12% darkness Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Blindness immunity: +24% Only die when reaching: -40.00 life Maximum life: +40.00 Amulets can have magical properties. |
Inventory
wild infusion of the duelist (res 20%; mental; dur 4; cd 15)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
wild infusion of the psychic (res 19%; magical; dur 3; cd 15)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. |
Shocknaught the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Cun / +3 Con Changes resistances: +3% lightning Infravision radius: +3 Amulets can have magical properties. |
copper amulet 'Woevengeance'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Wil / +2 Con Changes resistances: +6% blight / +3% fire / +3% darkness Mental save: +6 (+3 eff.) Confusion immunity: +11% Mindpower: +6 (+6 eff.) Light radius: +1 Amulets can have magical properties. |
steel amulet 'Sileth'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Lck Changes resistances: +12% temporal Changes resistances penetration: +15% mind Physical save: +11 (+4 eff.) Spell save: +13 (+7 eff.) Mental save: +10 (+5 eff.) Pinning immunity: +20% Knockback immunity: +25% Equilibrium when hit: +0.04 Mental crit. chance: +1% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +3 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
copper ring 'Gedig'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 6 Changes resistances: +3% blight / +3% fire / +3% cold Changes resistances penetration: +5% mind Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +12% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Unrirothad the Thunderwinnow (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 6 Damage (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 6 Damage when hit (Melee): 2 mind Changes resistances: +3% light / +3% lightning Changes resistances penetration: +6% physical Sharp, short and deadly. |
steel greatsword 'Radiancesage' (22-35.2 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7 nature Damage (radius 2) on crit: +10 acid / +16 nature When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +7% acid / +13% nature Changes damage: +3% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
ash magestaff 'Xerabrenor' (15-18 power, 3 apr, cold element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +6% cold Changes resistances penetration: +10% acid Changes damage: +3% acid / +15% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +7% Light radius: +2 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
Belydann the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% physical / +9% temporal Physical save: +5 (+2 eff.) Maximum stamina: +30.00 Mindpower: +3 (+3 eff.) A belt that goes around your waist. |
Samachak the JetveinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 6% Changes damage: +3% lightning / +6% darkness Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Samestir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Critical mult.: +10.00% Stealth bonus: +6 Spell save: +3 (+2 eff.) Maximum hate: +4.00 Mindpower: +10 (+9 eff.) Healing mod.: +5% A belt that goes around your waist. |
Glewyn the Duathelbraid (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Str / +3 Dex / +3 Cun / +2 Con Changes resistances: +11% cold Changes resistances penetration: +5% darkness Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Kindlewake' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Damage when hit (Melee): 4 acid Changes resistances: +3% light / +3% lightning Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Harokhad (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: -3% Changes resistances: +3% mind Changes damage: +3% arcane / +3% mind Critical mult.: +5.00% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Mental save: +15 (+7 eff.) Mindpower: +15 (+12 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aruna the iron helm (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 resistances: +3% acid / +3% temporal Changes resistances penetration: +15% temporal Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Xaneritira' (3 def, 8 armour) =ultra fire res=Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +43% fire / +5% mind / +5% arcane Mental save: +13 (+6 eff.) A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.77 to 71.32 lightning damage (47.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
impenetrable steel plate armour of spell shielding (0 def, 15 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +5% arcane Spell save: +12 (+6 eff.) A suit of armour made of metal plates. |
7 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. |
143 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Artholaldir' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Changes stats: +1 Str / +3 Con Changes resistances: +11% nature / +3% acid Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+5 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 4 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 20% 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 58.10 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of 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. |
Poluwyn the Oakresolve [power 180] (25/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% acid Maximum wards: +3 lightning / +2 cold / +2 acid / +3 fire Changes resistances penetration: +15% nature Changes damage: +6% nature Talent granted: +1 Ward It can be used to fire a magical bolt dealing 180 acid damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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: +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. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Money trees is the perfec the Dwarf Berserker level 14
19th Profit 122nd year of Ascendancy at 16:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Money trees is the perfec the Dwarf Berserker level 10
29th Voratun 122nd year of Ascendancy at 05:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Money trees is the perfec the Dwarf Berserker level 14
24th Profit 122nd year of Ascendancy at 06:52 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Money trees is the perfec the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 00:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Money trees is the perfec the Dwarf Berserker level 10
31st Voratun 122nd year of Ascendancy at 16:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Money trees is the perfec the Dwarf Berserker level 16
31st Profit 122nd year of Ascendancy at 04:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Money trees is the perfec the Dwarf Berserker level 16
26th Profit 122nd year of Ascendancy at 11:58 see stats
Log
Xanysenn the deformed warg shares damage with his oozes!
Melee retaliation hits Xanysenn the deformed warg for 3 cold, 2 darkness (6 total damage).
Xanysenn the deformed warg hits Money trees is the perfec for 13 nature, 1 lightning, 0 mind, 1 darkness (15 total damage).
Thought-forged bowman uses Steady Shot.
Thought-forged bowman receives 1 healing.
Bloated ooze misses Money trees is the perfec.
Thought-forged bowman's Steady Shot hits Money trees is the perfec for 12 physical damage.
Money trees is the perfec speeds up.
Poison from Bloated ooze hits Money trees is the perfec for 0 nature damage.
Xanysenn the deformed warg uses Reabsorb.
Xanysenn the deformed warg lessens the pain.
Xanysenn the deformed warg hits Money trees is the perfec for 0 arcane damage.
Thought-forged bowman shoots!
Money trees is the perfec deflects the projectile from Thought-forged bowman to the southwest!
Xanysenn the deformed warg has finished recovering.
Thought-forged bowman receives 1 healing.
Thought-forged bowman's Shoot hits Money trees is the perfec for 10 physical damage.
Money trees is the perfec feels pain again.
Money trees is the perfec is no longer evading attacks.
Talent Nature's Touch is ready to use.
Poison from Bloated ooze hits Money trees is the perfec for 0 nature damage.
Money trees is the perfec uses Nature's Touch.
Money trees is the perfec receives 108 healing.
Thought-forged bowman shoots!
Xanysenn the deformed warg's armour is more intact.
Isludhetta the gloomy brown bear uses Mind Sear.
Isludhetta the gloomy brown bear's mind surges with critical power!
Saving game...









































































