












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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 20 / 41% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 60 (base 48) |
| Constitution | 23 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 32 (base 12) |
| Cunning | 52 (base 39) |
Resources
| Life | 544/579 |
| Stamina | 179/195 |
| Equilibrium | 30 |
| Healing Factor | 1.3399022211821 |
| Regeneration | 16.413802209481 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +92.742314256981% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.264408783316 |
| See Invisible | 38.264408783316 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 70 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Nature | +5% |
| Fire | +6% |
| Mind | +25% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 18.719009130622 (56.026343845506%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 22 |
| Mental Save | 39 |
Defense: Resistances
| Darkness | + 30%( 70%) |
| Lightning | + 18%( 70%) |
| Cold | + 39%( 70%) |
| Mind | + 30%( 70%) |
| Blight | + 30%( 70%) |
| Acid | + 26%( 70%) |
| Fire | + 22%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 20% |
| Poison Resistance | 20% |
| Confusion Resistance | 34% |
Inscriptions (3/3)
| 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 264 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Pace Yourself |
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Insidious Poison |
| talent | Numbing Poison |
| talent | Antimagic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within4 lumberjacks have died. | 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 | Sootgore (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +20% darkness Changes damage: +6% darkness / +6% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) A pair of boots made of leather. |
| Quiver | tundral pouch of steel shots of erosion (15/15, 118% power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +6 nature / +11 cold Damage (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
| Light source | preserving brass lanternInfused 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 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 | Tundrastinger the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +13% mind / +12% cold Changes damage: +13% mind Psi when hit: +0.08 Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +15 (+4 eff.) A pointy cloth hat, very wizardly... |
| On hands | Healtrail (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +9% acid Changes resistances penetration: +15% nature / +5% acid Critical mult.: +10.00% Psi when hit: +0.04 Mindpower: +10 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Churuibers' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str / +1 Dex / +1 Cun / +2 Con Only die when reaching: -80.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xutta the DuskgasherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +1 Cun / +4 Wil Changes damage: +9% darkness Mental save: +6 (+2 eff.) Confusion immunity: +21% Mental crit. chance: +1% Rings make your fingers look great! |
| On fingers | marksman's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Life regen: +6.00 Maximum life: +42.00 Healing mod.: +11% Rings make your fingers look great! |
| Around neck | Silewen the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Dex / +2 Wil / +1 Cun / +6 Lck Changes damage: +3% mind Mental save: +7 (+3 eff.) Confusion immunity: +13% Mindpower: +37 (+9 eff.) Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
| In main hand | rough leather sling of enduringRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +6 Con / +6 Wil Maximum life: +26.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Brenozilakor'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% acid / +6% blight Mental save: +9 (+3 eff.) Cut immunity: +20% Life regen: +2.00 Only die when reaching: -60.00 life A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | cashmere cloak 'Emelyth' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Cun / +3 Mag Changes damage: +9% mind Maximum life: +52.00 Maximum stamina: +18.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +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 | Issyraldil (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil / +3 Con Changes resistances: +6% lightning / +7% blight / +3% cold / +6% mind / +9% all Changes damage: +5% nature Poison immunity: +20% Disease immunity: +20% Life regen: +2.00 Mana each turn: +0.10 Psi each turn: +0.16 Maximum life: +46.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; acid, physical, blight, cold, nature, temporal)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 blight, 5 cold, 4 nature, 4 temporal 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. |
BlazestingerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +20 (+8 eff.) Defense: +5 (+2 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +6% fire Physical save: +3 (+1 eff.) Maximum stamina: +30.00 Amulets make your neck look great! |
Rhalathahor the AirfiendCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +1 Str / +5 Cun / +3 Con Changes resistances: +9% cold Changes damage: +6% lightning Life regen: +2.00 Amulets make your neck look great! |
copper amulet of mastery (0.10 Cunning / Scoundrel)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cunning / Scoundrel Amulets make your neck look great! |
starlit copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
marksman's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
Emigabeth the ShadebaitCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances penetration: +10% arcane Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Gunoregochak'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +1 Cun Changes damage: +3% temporal Critical mult.: +10.00% Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +1.00 Size category: +1 A belt that goes around your waist. |
Anadunalach the Duathelbraze (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +3% darkness / +9% cold Changes damage: +3% darkness / +12% cold Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arodhena the Sewergrinder (1 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: +1 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +2 Dex / +4 Wil / +1 Cun Changes damage: +9% cold Mental save: +9 (+3 eff.) Mindpower: +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Freezetouch the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +5 Str / +2 Dex Changes resistances: +6% lightning / +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonyjam (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes damage: +6% lightning / +6% darkness A pair of boots made of leather. |
Prismwild (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% Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% light Changes damage: +9% light Mental save: +3 (+1 eff.) Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aregalle the iron helm (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: +1 Dex / +3 Wil / +3 Cun Changes resistances: +3% mind Changes damage: +3% physical Critical mult.: +10.00% Mental save: +9 (+3 eff.) Blindness immunity: +20% Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emelebrenne the Charwing (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 nature / 2 fire Changes stats: +3 Wil Changes resistances penetration: +5% fire Changes damage: +9% mind Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Gloroma' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+5 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Dex Changes resistances: +16% nature Changes resistances penetration: +5% acid Changes damage: +11% nature / +9% acid Only die when reaching: -20.00 life Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Isliratta' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +5 Fatigue: +1% Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Con Changes resistances: +2% physical Changes damage: +3% acid A cap made of leather. |
14 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. |
115 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. |
5 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 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
iron pickaxe 'Yvinor' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +2 Cun / +1 Str Changes resistances penetration: +10% mind Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
10 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) 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. |
Dimbreak (17/17, 105% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 106% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +7.0% Capacity: 17 On weapon hit: * 10% chance to reduce damage dealt by 29% Travel speed: +200% When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
Tundraidol (11/11, 117% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 117% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Damage (Ranged): +12 cold / +8 fire Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
Cyreriavea the elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Mag / +5 Con Changes resistances: +5% arcane Maximum stamina: +20.00 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 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. |
6 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. |
10 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 Arcvon the Cornac Skirmisher level 15
50th Dusk 122nd year of Ascendancy at 16:08 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arcvon the Cornac Skirmisher level 8
1st Summertide 122nd year of Ascendancy at 14:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arcvon the Cornac Skirmisher level 10
6th Flare 122nd year of Ascendancy at 03:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Arcvon the Cornac Skirmisher level 20
53rd Haze 122nd year of Ascendancy at 06:29 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Arcvon the Cornac Skirmisher level 19
69th Dusk 122nd year of Ascendancy at 18:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arcvon the Cornac Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 15:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arcvon the Cornac Skirmisher level 15
45th Dusk 122nd year of Ascendancy at 02:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arcvon the Cornac Skirmisher level 18
57th Dusk 122nd year of Ascendancy at 10:02 see stats
Log
You gain 1.72 gold from the transmogrification of cleansing cured leather armour of stability (6 def, 4 armour).
You gain 1.47 gold from the transmogrification of steel mail armour of acid resistance (2 def, 6 armour).
You gain 1.97 gold from the transmogrification of cleansing dwarven-steel mail armour (3 def, 8 armour).
You gain 1.57 gold from the transmogrification of miner's dwarven-steel helm of strength (+4) (0 def, 6 armour).
You gain 4.81 gold from the transmogrification of fearwoven linen wizard hat (1 def, 0 armour).
You gain 0.77 gold from the transmogrification of cleansing hardened leather cap (0 def, 3 armour).
You gain 3.71 gold from the transmogrification of clarifying cashmere wizard hat of arcana (2 def, 0 armour).
You gain 7.43 gold from the transmogrification of steady dwarven-steel gauntlets of sorrow (0 def, 2 armour).
You gain 1.93 gold from the transmogrification of steady dwarven-steel gauntlets (0 def, 2 armour).
You gain 2.15 gold from the transmogrification of dwarven-steel gauntlets of strength (+3) (0 def, 2 armour).
You gain 2.55 gold from the transmogrification of pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 10.81 gold from the transmogrification of Growthpall (0 def, 4 armour).
You gain 0.10 gold from the transmogrification of hardened leather belt.
You gain 2.28 gold from the transmogrification of chilling dwarven-steel waraxe of projection (119% power, 4 apr).
You gain 0.84 gold from the transmogrification of steel steamsaw of arcane resistance (+12%) (107% power, 0 apr).
You gain 1.40 gold from the transmogrification of reinforced dwarven-steel steamsaw (65% power, 0 apr).
You gain 2.90 gold from the transmogrification of steady hardened leather sling of acid.
You gain 11.72 gold from the transmogrification of cured leather sling 'Ivubremira'.
You gain 1.35 gold from the transmogrification of vined mindstar of life (85% power, 18 apr, mind damage).
You gain 1.29 gold from the transmogrification of vined mindstar of life (81% power, 18 apr, nature damage).
You gain 1.47 gold from the transmogrification of gifted vined mindstar of balance (85% power, 18 apr, nature damage).
You gain 1.51 gold from the transmogrification of gifted vined mindstar of balance (88% power, 18 apr, nature damage).
You gain 14.65 gold from the transmogrification of dwarven-steel greatsword 'Prismbreaker' (147% power, 2 apr).
You gain 0.50 gold from the transmogrification of steel dagger (103% power, 6 apr).
You gain 2.50 gold from the transmogrification of hateful dwarven-steel dagger of massacre (129% power, 7 apr).
You gain 2.94 gold from the transmogrification of balanced steel dagger of massacre (119% power, 6 apr).
You gain 2.80 gold from the transmogrification of thought-forged steel battleaxe (119% power, 2 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (133% power, 2 apr).
You gain 11.15 gold from the transmogrification of gold amulet 'Flarebreak'.
There is a ladder to the previous level here (press '' or right click to use).
























































































