














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| 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 | Doomed |
| Level / Exp | 24 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Zuborewyn the vampire at level 24 on the 41st Dearth 122nd year of Ascendancy at 00:10 / 1 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 18.340449927278 (base 10) |
| Constitution | 21.340449927278 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 62 (base 54) |
| Cunning | 70.340449927278 (base 50) |
Resources
| Life | -105/669 |
| Hate | 39/104 |
| Equilibrium | 28 |
| Healing Factor | 0.73624704779255 |
| Regeneration | 5.7485600465655 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 7 |
| See Invisible | 16.340449927278 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 44 |
| Crit Chance | 21% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 44 |
| Crit Chance | 20% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Light | +12% |
| Nature | +13% |
| Arcane | +21% |
| Mind | +83% |
| All | +9% |
Offense: Damage Penetration
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56.5 (43.636363636364%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 12 |
| Physical Save | 43 |
| Spell Save | 45 |
| Mental Save | 61 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Physical | 0%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Darkness | + 39%( 79%) |
| Light | -15%( 70%) |
| Lightning | + 20%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Knockback Resistance | 32% |
| Confusion Resistance | 0% |
| Stun Resistance | 40% |
| Pinning Resistance | 22% |
| Poison Resistance | 10% |
| Blind Resistance | 13% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 38 damage per debuff cleansed. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +14% off-hand weapon damage Power 2+: -3 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Your tyranny is increasing your Mindpower and Physicalpower by 2 for each fear applied, for a total of 4 Tyrant |
| beneficial effect | Toggerdy is feeding from Zuborewyn the vampire. Feeding |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -3 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 41% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the repented thief from death by Layytha the great wolf. Escort: repented thief (level 2 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * 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 |
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 |
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 xorn fragment. * '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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Siloriada the Stormkarma (Madness) (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Changes stats: +8 Lck / +5 Dex Changes resistances: +12% lightning / +6% fire / +6% mind Stealth bonus: +9 Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Curse of Madness A pair of boots made of leather. |
| Light source | CyrylewynInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% blight Changes damage: +9% mind Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +41.00 Mental crit. chance: +3% 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 'Radianceresolve' (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes damage: +3% light / +15% mind / +12% arcane Mindpower: +4 (+1 eff.) Light radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ivavea the rough leather gloves (Shrouds) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +4 Str Changes resistances: +6% nature Changes damage: +4% nature / +6% mind Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Mental save: +3 (+1 eff.) Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Belina' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +7 Cun Changes resistances: +3% mind Changes damage: +30% mind Maximum hate: +4.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Islyriata'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +24.00 Mindpower: +12 (+4 eff.) Light radius: +3 Rings can have magical properties. |
| On fingers | DurundilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 mind Changes stats: +5 Str Changes resistances: +6% mind Spell save: +6 (+2 eff.) Knockback immunity: +10% Mental crit. chance: +3% Rings can have magical properties. |
| Around neck | savior's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +16 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +13% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
| In main hand | horrifying vined mindstar of life (Misfortune) (5-5.5 power, 29 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 85% Wil, 51% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +29 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 4 darkness Changes damage: +3% mind / +2% darkness Life regen: +0.70 Maximum life: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Layebeth (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Cun / +3 Con Changes resistances: +3% lightning / +12% fire Mental save: +8 (+2 eff.) Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Mindpower: +5 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
| In off hand | horrifying mossy mindstar (Madness) (2.5-2.75 power, 19 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 85% Wil, 51% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +19 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +3 (+1 eff.) Mental crit. chance: +1% Curse of Madness 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 | thick linen cloak (Misfortune) (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 resistances: +10% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Darkserpent the steel mail armour (Madness) (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce damage dealt by 27% Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +12% blight / +11% darkness / +5% mind Changes resistances penetration: +5% mind Changes damage: +9% mind Physical save: +5 (+1 eff.) Mental save: +12 (+3 eff.) Light radius: +1 Curse of Madness A suit of armour made of mail. |
Inventory
regeneration infusion of the psychic (heal 271; 17 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. 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: 25 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. 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. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +10% darkness Blindness immunity: +23% Amulets can have magical properties. |
CinderreaperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Dex Changes resistances: +22% nature Changes resistances penetration: +5% fire Changes damage: +11% nature Grants telepathy: Demon/Minor Demon/Major Light radius: +2 Infravision radius: +3 Rings can have magical properties. |
Ivumitha the NimbushungerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +3 Wil Changes resistances penetration: +10% lightning Mental save: +6 (+2 eff.) Rings can have magical properties. |
Rottitan the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +16 (+8 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +8 (+0 eff.) Damage when hit (Melee): 4 temporal Changes resistances penetration: +10% nature 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 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
copper ring 'Rotrune'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 2 nature Changes resistances: +12% darkness Changes damage: +12% nature / +3% mind Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +22% Rings can have magical properties. |
horrifying mossy mindstar of life (Nightmares) (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 4 darkness Changes damage: +3% mind / +3% darkness Life regen: +0.60 Maximum life: +12.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares 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. |
Isayawyn the hardened leather belt (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun / +5 Con / +7 Lck Changes resistances: +6% blight / +3% acid Changes resistances penetration: +5% blight / +15% acid Changes damage: +6% acid / +3% blight Trap disarming bonus: +15 Stealth bonus: +5 Physical save: +10 (+3 eff.) Spell save: +8 (+3 eff.) Infravision radius: +4 Size category: +2 Curse of Misfortune A belt that goes around your waist. |
Issyvon the rough leather belt (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +24 (+13 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex Changes resistances: +3% light Stealth bonus: +6 Curse of Misfortune A belt that goes around your waist. |
Obsidianglory the linen robe (Shrouds) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% cold / +10% mind Changes resistances penetration: +15% fire Changes damage: +10% mind / +3% darkness Spell save: +9 (+3 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Coalbraid the pair of rough leather boots (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% lightning / +7% fire / +3% nature / +6% cold Changes resistances penetration: +5% darkness Blindness immunity: +10% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A pair of boots made of leather. |
pair of iron boots 'Glorille' (Misfortune) (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: +2% Damage when hit (Melee): 2 mind Changes stats: +7 Str / +4 Con Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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. 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 'Cyrenne' (Shrouds) (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 / +3 Dex Changes resistances: +9% nature Changes damage: +6% mind Stealth bonus: +6 Spell save: +6 (+2 eff.) Equilibrium when hit: +0.12 Mindpower: +3 (+1 eff.) Curse of Shrouds A pair of boots made of leather. |
Broduthel the Tempestknave (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Damage when hit (Melee): 2 lightning Changes resistances: +9% lightning / +3% fire / +3% light Life regen: +2.00 Stamina each turn: +1.60 Only die when reaching: -60.00 life Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Glomithra (Nightmares) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +3 Mag Changes resistances: +3% lightning / +3% light / +3% nature Changes resistances penetration: +15% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Thunderquencher the dwarven-steel helm (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +4 Fatigue: +4% Changes stats: +8 Str / +4 Dex Changes resistances: +9% lightning / +8% temporal Changes damage: +6% lightning Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Frostroar' (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Damage when hit (Melee): 2 mind / 2 cold Changes resistances: +6% mind / +11% physical Changes damage: +15% mind / +11% physical Curse of Shrouds A pointy cloth hat, very wizardly... |
stralite mail armour 'Isaldawen' (Nightmares) (22 def, 22 armour)Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +22 Defense: +22 (+11 eff.) Fatigue: +12% Damage when hit (Melee): 8 mind Changes stats: +5 Cun Changes resistances: +14% nature / +12% blight Critical mult.: +10.00% Mental save: +35 (+9 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% Curse of Nightmares A suit of armour made of mail. |
177 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Manydohell the Pitchmalice (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +3 (+0 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +9% cold / +3% darkness / +6% nature Mental save: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Singerock' (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Str / +5 Cun / +5 Mag Changes resistances: +12% light / +6% fire Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
ThunderravagerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes damage: +12% lightning / +3% mind Physical save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Furnacerot'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes damage: +9% fire / +9% temporal Maximum life: +43.00 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of mindblast [power 189] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 189 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of clear mind [power 2] (40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
Smolderstriker [power 145] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +6% fire Changes damage: +9% mind It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 320 Base Damage: 150 Armor: 4 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of stinging [power 272] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 272 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 60] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heals yourself and all friendly characters within 10 spaces for 60 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 37] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Toggerdy the Dwarf Doomed level 19
23rd Wealth 122nd year of Ascendancy at 21:35 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Toggerdy the Dwarf Doomed level 23
40th Dearth 122nd year of Ascendancy at 05:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Toggerdy the Dwarf Doomed level 10
2nd Acquisition 122nd year of Ascendancy at 10:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Toggerdy the Dwarf Doomed level 20
1st Dearth 122nd year of Ascendancy at 01:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Toggerdy the Dwarf Doomed level 21
3rd Dearth 122nd year of Ascendancy at 05:31 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Toggerdy the Dwarf Doomed level 6
18th Voratun 122nd year of Ascendancy at 06:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Toggerdy the Dwarf Doomed level 12
16th Profit 122nd year of Ascendancy at 00:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Toggerdy the Dwarf Doomed level 15
27th Profit 122nd year of Ascendancy at 22:17 see stats
Log
Your resonance field crumbles under the damage!
The psychic field around Toggerdy crumbles.
Your hatred grows even as your life fades! (+13 hate)
Zuborewyn the vampire hits Toggerdy for (34 deflected), (8 resonance), 196 light (196 total damage).
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+7 hate)
Toggerdy HEALS from darkness damage!
Zuborewyn the vampire's Corona hits Toggerdy for 36 darkness, 3 healing (36 total damage) [3 healing].
Zuborewyn the vampire's defensive darkness area effect hits Toggerdy for 13 darkness, 1 healing (13 total damage) [1 healing].
Zuborewyn the vampire's light area effect hits Toggerdy for 119 light damage.
Toggerdy uses Feed.
Toggerdy uses Reproach.
Toggerdy hits Zuborewyn the vampire for 108 mind damage.
Zuborewyn the vampire succumbs to heightening fears!
Zuborewyn the vampire becomes haunted!
Agony from Toggerdy hits Zuborewyn the vampire for 57 mind damage.
Terrified from Toggerdy hits Zuborewyn the vampire for 3 mind, 3 darkness (6 total damage).
Heighten Fear from Toggerdy hits Zuborewyn the vampire for 16 mind, 18 darkness (33 total damage).
Toggerdy stops regenerating health quickly.
Zuborewyn the vampire misses Toggerdy.
You have deflected 6 incoming damage!
You have deflected 15 incoming damage!
Your hatred grows even as your life fades! (+6 hate)
Toggerdy HEALS from darkness damage!
Zuborewyn the vampire's light area effect hits Toggerdy for (15 deflected), 104 light (104 total damage).
Zuborewyn the vampire's defensive darkness area effect hits Toggerdy for (6 deflected), 7 darkness, 1 healing (7 total damage) [1 healing].
Zuborewyn the vampire has been maligned!
Saving game...











































































































