











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 25 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Glorith the multi-hued drake hatchling at level 25 on the 74th Haze 122nd year of Ascendancy at 09:14 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 15) |
| Dexterity | 13 (base 10) |
| Constitution | 34 (base 28) |
| Magic | 15 (base 10) |
| Willpower | 71 (base 55) |
| Cunning | 31 (base 29) |
Resources
| Life | -208/1075 |
| Equilibrium | 28 |
| Healing Factor | 1.3153365646231 |
| Regeneration | 13.461588004306 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +36.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 41 |
| Crit Chance | 23% |
| APR | 18 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 24 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 26% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +24% |
| Blight | +18% |
| Physical | +28% |
| Cold | +28% |
| All | 0% |
| Darkness | +39% |
| Light | +3% |
| Lightning | +18% |
| Fire | +24% |
| Nature | +39% |
Offense: Damage Penetration
| Cold | +37% |
| Lightning | +27% |
| Acid | +27% |
| Darkness | +27% |
| Blight | +27% |
| Physical | +27% |
| Fire | +27% |
| Nature | +47% |
Defense: Base
| Armour (hardiness) | 63.08934837382 (81.151787968034%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 53%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 39%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 34%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 41% |
| Confusion Resistance | 10% |
| Knockback Resistance | 100% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical 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 Magic stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 hardened leather boots 'Baruigen' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +3% acid Blindness immunity: +10% Stun/Freeze immunity: +20% Maximum life: +100.00 Infravision radius: +1 A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Maximum life: +45.00 Light radius: +4 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | heroic rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 (+2 eff.) Maximum life: +45.00 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. |
| Tool | Bileward [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 nature Changes resistances: +9% blight Changes resistances penetration: +20% nature Changes damage: +9% nature Confusion immunity: +10% Life regen: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | DuathelthornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 2 cold Changes stats: +3 Str Changes resistances: +9% cold Changes damage: +21% darkness Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
| On fingers | copper ring 'Duathelminister'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 2 light / 4 darkness Changes damage: +3% light / +6% fire Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +22.00 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Eye of Winter (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around 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. |
| In off hand | thorny mindstar 'Aeraba' (9-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 55% * 10% chance to reduce all saves and defense by 28 Damage (radius 1) on hit: +12 mind When wielded/worn: Changes resistances: +12% blight / +3% darkness Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.40 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Cyroth (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag Maximum life: +30.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tykor the steel plate armour (7 def, 13 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +22% Changes stats: +3 Mag / +1 Wil / +2 Cun Changes resistances: +8% acid / +6% physical / +5% lightning / +11% blight / +6% fire / +10% nature / +6% cold Changes damage: +6% acid Talent cooldown: Rush (-5 turns) Mental save: +12 (+4 eff.) Disarm immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +23% Light radius: +1 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 394; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. 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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Ce'Nomina the BurnfistInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes damage: +12% mind / +3% fire Mental save: +9 (+3 eff.) Maximum hate: +4.00 Mental crit. chance: +2% Amulets make your neck look great! |
FogblowInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +7 Str / +4 Wil / +8 Lck Changes resistances: +6% nature See invisible: +6 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
PhlegmburstInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% light Reduces incoming crit damage: 5.00% Disease immunity: +10% Teleport immunity: +20% Amulets make your neck look great! |
gold amulet 'Nimbusripper'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +21% mind / +15% lightning Changes resistances penetration: +5% lightning Changes damage: +5% acid / +6% fire / +6% cold / +5% lightning Spell save: +15 (+7 eff.) Confusion immunity: +37% Stun/Freeze immunity: +28% Spellpower: +4 (+2 eff.) Spell crit. chance: +8% Amulets make your neck look great! |
copper ring 'Hariroddarig'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+6 eff.) Defense: +20 (+10 eff.) Effects on melee hit: * 10% chance to reduce armor by 13% Changes stats: +3 Wil Mental save: +6 (+2 eff.) Maximum stamina: +20.00 Rings make your fingers look great! |
copper ring 'Tidescar'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Con Changes resistances: +20% light Changes damage: +10% light Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +3 Rings make your fingers look great! |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +4 Str / +5 Con Rings make your fingers look great! |
gold ring 'Hailriver'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +9 Cun / +6 Wil Changes resistances penetration: +25% arcane Changes damage: +6% cold Silence immunity: +31% Mana each turn: +0.13 Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
steel ring 'Shadetouch'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Changes stats: +3 Cun Changes resistances: +24% nature / +9% mind Changes resistances penetration: +5% mind Changes damage: +12% nature Maximum encumbrance: +24 Rings make your fingers look great! |
warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Chyleran the Gleamsaw (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes resistances: +2% blight Changes resistances penetration: +3% acid / +3% physical / +20% light / +2% fire / +3% cold Changes damage: +5% acid / +7% physical / +8% fire / +2% nature / +6% cold Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Disease immunity: +12% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See invisible: +3 Heals friendly targets nearby when you use a nature summon: +19 Max wilder summons: +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. |
horrifying thorny mindstar (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 5 darkness Changes damage: +2% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
thorny mindstar 'Galeward' (10-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 lightning Damage (radius 2) on crit: +16 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes damage: +6% lightning / +15% mind Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.30 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
Ce'NuweInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun Changes resistances: +3% cold / +1% physical Pinning immunity: +10% Only die when reaching: -20.00 life Maximum life: +35.00 A belt that goes around your waist. |
rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Ivynor the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +6% blight / +14% cold / +2% physical Critical mult.: +5.00% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeridir the Fogveil (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 darkness Changes stats: +2 Str / +2 Con Changes resistances: +3% temporal / +9% light / +3% darkness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Gyrin the Blizzardnigh (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal / +9% cold / +6% blight Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Life regen: +4.00 Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerawe the Murkpower (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Str / +4 Con Changes resistances: +6% darkness Changes damage: +3% darkness Infravision radius: +1 See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Falosta' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Lck / +4 Dex Changes resistances: +9% light Reduces incoming crit damage: 15.00% Stealth bonus: +6 Maximum life: +80.00 A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +2 Str 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. |
Malach the cashmere wizard hat (7 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+4 eff.) Changes resistances: +7% fire / +15% darkness / +8% cold Silence immunity: +10% Life regen: +2.00 A pointy cloth hat, very wizardly... |
impenetrable dwarven-steel mail armour of Eyal (3 def, 16 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +28.00 Healing mod.: +12% A suit of armour made of mail. |
drakeskin leather armour 'Obsidiangrit' (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Changes stats: +8 Str / +8 Dex / +8 Mag / +7 Wil / +9 Cun Changes resistances: +6% fire / +22% cold Changes damage: +21% darkness Critical mult.: +16.00% Physical save: +6 (+3 eff.) Maximum life: +70.00 A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Iveyaba the Dourwrither (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 2 darkness Changes stats: +1 Str / +2 Dex / +3 Con Changes resistances: +11% nature / +3% darkness Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Aruserelle' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Str Changes resistances: +11% nature Changes resistances penetration: +15% mind Changes damage: +6% nature Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
preserving brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Life regen: +2.00 Maximum life: +44.00 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 355/400. 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. |
Falilezilarand the Rimewisp (17/42, 32-39 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +4.5% Capacity: 42 Turns elapse between self-loadings: 5 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage Damage (Ranged): +4 arcane / +11 physical Damage (radius 1) on hit: +4 arcane / +16 cold Shots are used with slings to pummel your foes to death. |
Isluvea [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Changes resistances: +3% darkness Blindness immunity: +10% Disarm immunity: +20% Confusion immunity: +20% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 134 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Harolarand' [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +3% acid / +3% nature Changes damage: +9% blight Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
7 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By balls the Thalore Wyrmic level 21
47th Haze 122nd year of Ascendancy at 07:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By balls the Thalore Wyrmic level 13
9th Flare 122nd year of Ascendancy at 13:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By balls the Thalore Wyrmic level 24
71st Haze 122nd year of Ascendancy at 00:59 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By balls the Thalore Wyrmic level 23
69th Haze 122nd year of Ascendancy at 14:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By balls the Thalore Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 09:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By balls the Thalore Wyrmic level 20
36th Haze 122nd year of Ascendancy at 23:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By balls the Thalore Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 23:58 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By balls the Thalore Wyrmic level 19
25th Haze 122nd year of Ascendancy at 05:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By balls the Thalore Wyrmic level 11
6th Mirth 122nd year of Ascendancy at 10:25 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By balls the Thalore Wyrmic level 19
24th Haze 122nd year of Ascendancy at 21:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By balls the Thalore Wyrmic level 19
25th Haze 122nd year of Ascendancy at 05:10 see stats
Log
Infusion: Regeneration is still on cooldown for 6 turns.
balls performs a melee critical strike against Multi-hued drake hatchling!
Multi-hued drake hatchling is weakened by the darkness!
balls hits Glorith the multi-hued drake hatchling for 12 mind damage.
balls hits Multi-hued drake hatchling for 92 cold, 83 nature (176 total damage).
Melee retaliation hits balls for 4 fire, 2 cold, 4 fire, 2 cold (11 total damage).
balls killed Multi-hued drake hatchling!
Glorith the multi-hued drake hatchling uses Shield Slam.
Glorith the multi-hued drake hatchling hits balls for 112 physical, 18 fire, 154 physical, 18 fire, 106 physical, 18 fire (427 total damage).
Melee retaliation hits Glorith the multi-hued drake hatchling for 2 light, 35 cold, 6 nature, 4 darkness, 2 light, 35 cold, 6 nature, 4 darkness, 2 light, 35 cold, 6 nature, 4 darkness (141 total damage).
Glorith the multi-hued drake hatchling speeds up.
Glorith the multi-hued drake hatchling has recovered!
Balls's manaburn arcane area effect hits Glorith the multi-hued drake hatchling for 0 arcane damage.
Balls's manaburn arcane area effect hits balls for 0 arcane damage.
balls misses Glorith the multi-hued drake hatchling.
Shards of metal explode from Glorith the multi-hued drake hatchling's shield!
Glorith the multi-hued drake hatchling hits balls for 22 physical damage.
Melee retaliation hits balls for 1 cold, 0 arcane, 2 fire (3 total damage).
balls hits Glorith the multi-hued drake hatchling for (36 blocked), 0 nature, 12 mind (12 total damage).
Bleeding from Glorith the multi-hued drake hatchling hits balls for 86 physical damage.
Burning from Glorith the multi-hued drake hatchling hits balls for 18 fire damage.
Glorith the multi-hued drake hatchling uses Shield Pummel.
Glorith the multi-hued drake hatchling performs a melee critical strike against balls!
Balls is crippled.
Balls is covered in acid!
Balls is stunned!
Glorith the multi-hued drake hatchling hits balls for 334 physical, 18 fire, 353 physical (705 total damage).
Melee retaliation hits Glorith the multi-hued drake hatchling for 2 light, 35 cold, 6 nature, 4 darkness, 1 light, 30 cold, 5 nature, 4 darkness (87 total damage).
balls the level 25 thalore wyrmic was mutilated to death by Glorith the multi-hued drake hatchling on level 1 of Old Forest.









































































































