











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Emevea the gigantic corrosive tunneler at level 20 on the 17th Haze 122nd year of Ascendancy at 14:04 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 66 (base 48) |
| Constitution | 35 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 39 (base 17) |
| Cunning | 48 (base 37) |
Resources
| Life | -61/603 |
| Stamina | 24/210 |
| Equilibrium | 34 |
| Healing Factor | 1.1829268292683 |
| Regeneration | 69.000121951221 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 36.990623353761 |
| See Invisible | 39.990623353761 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 14 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +3% |
| Darkness | +6% |
| Lightning | +15% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Acid | +32% |
Defense: Base
| Armour (hardiness) | 11 (64.692942254812%) |
| Defense | 45 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 25 |
| Mental Save | 35 |
Defense: Resistances
| Nature | + 26%( 71%) |
| Acid | + 23%( 71%) |
| Fire | + 50%( 71%) |
| Temporal | + 23%( 71%) |
| Darkness | + 39%( 71%) |
| Physical | + 29%( 71%) |
| Cold | + 41%( 71%) |
| All | + 19%( 71%) |
Defense: Immunities
| Stun Resistance | 25% |
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Dexterity 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 178 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Antimagic Shield |
| talent | Numbing Poison |
| talent | Crippling Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 56.88 life per turn. Regeneration |
| beneficial effect | The target stands strong, increasing all resistances by 4.5% and resistance caps by 0.8%. Eternal Warrior |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | You gain 23% resistance against darkness. Resolve |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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 warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. | 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 within10 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Corruptiongrinder' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Changes stats: +2 Mag / +5 Wil / +2 Con Changes resistances: +6% fire / +9% nature / +6% cold Changes damage: +3% nature A pair of boots made of leather. |
| Quiver | insidious pouch of dwarven-steel shots of annihilation (4/17, 33-39.6 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +7.0% Capacity: 17 Travel speed: +200% Damage (Ranged): +19 insidious poison Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Flashtrail'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 acid Changes resistances penetration: +20% acid Changes damage: +6% acid / +15% lightning Maximum life: +42.00 Light radius: +2 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 | Grinerand (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Dex / +3 Cun / +5 Con Changes resistances: +4% physical Stamina each turn: +0.20 A cap made of leather. |
| On hands | Ce'Nisemina (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +6% acid / +6% temporal / +3% darkness Talent mastery: +0.20 Technique / Grappling Disarm immunity: +32% Stun/Freeze immunity: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Elenugorn the dwarven-steel pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Wil / +4 Con Physical save: +8 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +14 (+6 eff.) Maximum life: +60.00 Mindpower: +4 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
| On fingers | titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| Around neck | wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | EarublekRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 14% chance to corrode armour by 30% Burst (radius 2) on crit: +6 mind When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +6 Dex / +1 Mag Changes resistances penetration: +12% acid Life regen: +0.70 Light radius: +1 See invisible: +3 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | SearkillerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +4 Cun Changes resistances penetration: +25% fire Maximum life: +40.00 A belt that goes around your waist. |
| In off hand | Lisynne the Gloomobeisance (8 def, 2 armour, 28.5-34.2 power, 74.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +74 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +6 Wil Changes resistances: +18% fire Changes damage: +6% darkness Grants telepathy: Dragon Talent granted: +3 Block Reduces incoming crit damage: 15.00% Handheld deflection devices. |
| Cloak | linen cloak 'Porulrath' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +5 Con Changes resistances: +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Zubuma' (5 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +7% Changes stats: +5 Str / +3 Dex Changes resistances: +15% fire / +6% physical Physical save: +18 (+7 eff.) Maximum hate: +10.00 Mindpower: +2 (+1 eff.) A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 223 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Cunning 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 ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.fungal yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 144 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
Aeratar the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +1 Con Changes resistances: +3% blight Changes resistances penetration: +15% blight Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Urotir the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +8 Dex / +3 Con Changes resistances: +3% fire Slings are used to hurl stones or metal shots at your foes. |
ranger's hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +12% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Bogwhisper the yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 5% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +15% nature Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+6 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 48.07 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff of fate (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +6 (+5 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Turygoblek the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +1 Str Changes resistances: +12% nature / +6% temporal Reduced damage from: +15% Summoned Teleport immunity: +5% A belt that goes around your waist. |
rough leather belt 'Searsun'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Fatigue: -2% Changes stats: +2 Cun / +3 Con Changes resistances: +3% fire Changes damage: +15% fire Grants telepathy: Humanoid/Orc Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Elyletta the cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +9% mind Physical save: +9 (+4 eff.) Mental save: +30 (+11 eff.) Psi when hit: +0.20 Mental crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Menik (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Fatigue: -8% Changes stats: +2 Mag / +8 Wil Changes resistances: +15% light / +10% fire Reduces incoming crit damage: 10.00% Stealth bonus: +10 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidianpulverizer the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 darkness Changes stats: +1 Str / +5 Wil / +2 Con Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Hustir' (5 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: -2% Changes resistances: +2% physical Changes damage: +9% physical Physical save: +17 (+7 eff.) Life regen: +0.20 Maximum stamina: +15.00 Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Borybar the Skylace (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning / 4 nature Changes stats: +6 Lck / +4 Dex Changes resistances: +12% lightning Changes damage: +15% lightning Stealth bonus: +6 A pair of boots made of leather. |
Lorythel (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +2 Con Changes resistances: +3% physical Changes damage: +12% physical Critical mult.: +3.00% Life regen: +0.40 Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of dwarven-steel boots of uncanny dodging (6 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Spellpower: +4 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Manukhad the iron gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 6 lightning Changes stats: +5 Con Changes resistances: +6% lightning Changes damage: +4% lightning Life regen: +0.20 Metal gloves protecting the hands up to the middle of the lower arm. |
Tarrerach the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Con Changes resistances: +12% acid Changes resistances penetration: +5% acid Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +21 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +29% Mindpower: +4 (+2 eff.) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 7 mind Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +3% mind Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Aeradan the cashmere wizard hat (2 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +5 Cun / +1 Wil Changes resistances: +9% darkness Mental save: +17 (+7 eff.) Poison immunity: +25% Silence immunity: +20% Confusion immunity: -20% Fear immunity: -20% Teleport immunity: +15% Only die when reaching: -40.00 life Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 103 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.55 to 112.65 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
This item will automatically be transmogrified when you leave the level.Earthblight (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str Changes resistances: +6% nature Changes resistances penetration: +20% darkness / +25% nature Changes damage: +12% nature A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Shinewhisper the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +5 Wil Changes resistances: +10% blight Changes resistances penetration: +25% light Changes damage: +9% light / +6% fire Mental save: +7 (+3 eff.) A cap made of leather. |
cleansing rough leather cap of the depths (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +7% cold / +5% nature Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of spell shielding (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +6% arcane Spell save: +12 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Salakira the dwarven-steel shield (8 def, 2 armour, 30-36 power, 82 block) Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 Burst (radius 1) on hit: +13 fire When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 8 fire Damage when hit (Melee): 15 fire Changes resistances penetration: +25% mind Changes damage: +9% mind Talent granted: +3 Block Mental save: +20 (+8 eff.) Psi when hit: +0.20 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +30 Handheld deflection devices. |
deflecting dwarven-steel shield of fire resistance (+15%) (14 def, 2 armour, 28.5-34.2 power, 74 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +74 When wielded/worn: Armour: +2 Defense: +14 (+5 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% fire Talent granted: +3 Block Deflect projectiles away: +5% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.reinforced steel shield of lightning resistance (+19%) (6 def, 8 armour, 11.5-13.8 power, 64.5 block) Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +64 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +19% lightning Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows (19/19, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
96 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. |
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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
Emymira the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +1 Str / +1 Cun / +1 Con Changes damage: +9% physical Life regen: +0.80 Maximum stamina: +10.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
This item will automatically be transmogrified when you leave the level.Searbone Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +24% acid / +6% fire Changes resistances penetration: +10% acid / +20% fire Changes damage: +6% acid / +6% fire Physical save: +9 (+4 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 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. |
bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +5 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), costing 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 Recall (2/2)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, costing 176 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), costing 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. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of paradox (21/21, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal Shots are used with slings to pummel your foes to death. |
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. |
5 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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 Arcnel the Cornac Skirmisher level 13
36th Dusk 122nd year of Ascendancy at 04:22 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arcnel the Cornac Skirmisher level 8
2nd Summertide 122nd year of Ascendancy at 22:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arcnel the Cornac Skirmisher level 10
6th Dusk 122nd year of Ascendancy at 07:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Arcnel the Cornac Skirmisher level 20
17th Haze 122nd year of Ascendancy at 11:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arcnel the Cornac Skirmisher level 8
3rd Dusk 122nd year of Ascendancy at 08:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arcnel the Cornac Skirmisher level 13
21st Dusk 122nd year of Ascendancy at 23:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arcnel the Cornac Skirmisher level 17
5th Haze 122nd year of Ascendancy at 16:27 see stats
Log
Arcnel uses Mana Clash.
Noggin Knocker is still on cooldown for 6 turns.
Arcnel uses Swift Shot.
Arcnel's Swift Shot hits Eilinura the red ooze for 69 physical, 3 nature (71 total damage).
Insidious Poison from Arcnel hits Emevea the gigantic corrosive tunneler for 2 nature damage.
Insidious Poison from Arcnel hits Eilinura the red ooze for 3 nature damage.
Deadly Poison from Arcnel hits Eilinura the red ooze for 66 nature damage.
Emevea the gigantic corrosive tunneler strafes with his steamguns!
Eilinura the red ooze uses Disengage.
Arcnel reacts to an attack from Emevea the gigantic corrosive tunneler's Strafe, mitigating the blow!.
Arcnel is invigorated by the attack!
Arcnel reacts to an attack from Emevea the gigantic corrosive tunneler's Strafe, mitigating the blow!.
Arcnel is invigorated by the attack!
Arcnel is knocked back!
Arcnel hits Emevea the gigantic corrosive tunneler for 0 arcane, 0 arcane (0 total damage).
Emevea the gigantic corrosive tunneler's Strafe hits Arcnel for (33 reacted , -3 stam), 184 physical, (9 antimagic), 0 darkness, 51 physical (236 total damage).
Emevea the gigantic corrosive tunneler's Strafe hits Arcnel for (27 reacted , -3 stam), 172 physical, (9 antimagic), 0 darkness (172 total damage).
Arcnel uses Infusion: Wild.
Arcnel is cured!
Arcnel lessens the pain.
Arcnel uses Infusion: Regeneration.
Arcnel starts regenerating health quickly.
Insidious Poison from Arcnel hits Emevea the gigantic corrosive tunneler for 2 nature damage.
Emevea the gigantic corrosive tunneler strafes with his steamguns!
Arcnel deflects the projectile from Emevea the gigantic corrosive tunneler to the northwest!
Emevea the gigantic corrosive tunneler's Strafe performs a ranged critical strike against Arcnel!
Saving game...




























































































