














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official 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 | Cornac |
| Class | Summoner |
| Level / Exp | 21 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by scourge drake hatchling at level 21 on the 65th Dusk 122nd year of Ascendancy at 17:10 / 1 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 24 (base 14) |
| Constitution | 2.9775438503303 (base 17) |
| Magic | 13 (base 10) |
| Willpower | 87.706123483606 (base 50) |
| Cunning | 45 (base 32) |
Resources
| Life | -87/492 |
| Equilibrium | 73 |
| Healing Factor | 0.93910374728391 |
| Regeneration | 2.1129834313888 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +62.590975254731% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 32.045069181528 |
| See Invisible | 32.045069181528 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Light | +10% |
| Fire | +15% |
| Mind | +15% |
| Nature | +17% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 3 |
| Physical Save | 30 |
| Spell Save | 41 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 17%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 10% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 626% 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 Cunning stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| detrimental effect | The target is infected by a disease, reducing its speed by 60% and doing 16.14 blight damage per turn. Crippling Disease |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 50.51 blight damage per turn. Rotting Disease |
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. | active |
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 improved Willpower by +5. | 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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | 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 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 red crystal shard. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed orc heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 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 | Obsidian's kiss the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 darkness Changes stats: +4 Cun / +1 Wil Changes resistances: +3% darkness Changes damage: +3% mind Spellpower: +4 (+2 eff.) Mindpower: +15 (+4 eff.) A pair of boots made of leather. |
| Light source | Ulovor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Disease immunity: +20% Knockback immunity: +10% Life regen: +2.00 Maximum life: +41.00 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 | Neratha the hardened leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +5 Str Changes resistances: +1% physical Poison immunity: +20% Silence immunity: +20% Only die when reaching: -40.00 life Maximum life: +80.00 A cap made of leather. |
| On hands | hardened leather gloves 'Daimedan' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage (Melee): 7 lightning / 8 nature Changes stats: +4 Cun / +4 Dex Changes resistances: +5% nature / +6% lightning Changes damage: +5% nature / +5% lightning Mental save: +3 (+1 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 23 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | solipsist's gold ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +20% light Changes damage: +10% light Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Cloudonslaught'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Damage when hit (Melee): 2 lightning Changes stats: +6 Str / +3 Dex Changes resistances: +9% blight / +3% mind Reduces incoming crit damage: 15.00% Blindness immunity: +10% Rings can have magical properties. |
| Around neck | Flareguile the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% fire Changes damage: +15% fire Physical save: +11 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+4 eff.) Light radius: +2 Amulets can have magical properties. |
| In main hand | gifted vined mindstar of resolve (83% power, 35 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+0 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +2% 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 | ArirataInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% acid / +9% cold / +6% nature Reduces incoming crit damage: 15.00% Maximum life: +32.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In off hand | gifted thorny mindstar of balance (94% power, 47 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.30 Mindpower: +25 (+6 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Chodondur the Flashmalice (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Dex / +3 Mag / +4 Wil Changes resistances: +3% lightning Reduces incoming crit damage: 10.00% Physical save: +7 (+4 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brightbiter the woollen robe (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 resistances: +3% temporal / +11% darkness / +3% blight / +12% mind / +18% nature / +9% all Changes resistances penetration: +15% light Changes damage: +12% nature Physical save: +11 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +40 (+12 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (speed 535%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 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 nature talent. Press to compare to your current inscriptions |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
Gloranne the CharslicerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% acid Changes resistances penetration: +15% fire Mental save: +6 (+2 eff.) Confusion immunity: +22% Equilibrium when hit: +0.04 Maximum hate: +6.00 Mindpower: +5 (+1 eff.) Rings can have magical properties. |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Lorirorain the iron greatmaul (138% power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 acid When wielded/worn: Accuracy: +20 (+10 eff.) Armour penetration: +5 Physical power: +10 (+5 eff.) Changes stats: +3 Con Changes resistances: +1% physical Changes resistances penetration: +10% physical Critical mult.: +10.00% Disarm immunity: +17% Massive two-handed mauls. |
mossy mindstar of balance (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind 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: Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +2 (+0 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +9 (+2 eff.) Mental crit. chance: +2% 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. |
gifted vined mindstar of balance (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% 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. |
harmonious thorny mindstar (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% nature Changes resistances penetration: +2% nature Changes damage: +4% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cystrune the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning / +3% acid / +18% cold / +3% nature / +7% all Changes damage: +11% lightning / +3% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of corrosion (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% acid / +7% all Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
Eilinalratta the Cloudflash (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 2 lightning Changes stats: +5 Mag Changes damage: +3% lightning Physical save: +6 (+3 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkstinger (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Cun / +1 Dex Changes resistances: +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Emeliyata' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +6% temporal / +3% cold / +5% arcane / +3% nature Spell save: +9 (+3 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glimmervice' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Wil Changes resistances: +12% light / +9% fire Changes damage: +3% light Hate when firing a critical mind attack: +2.00 Maximum life: +35.00 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzlekin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal / +3% nature / +12% light Changes resistances penetration: +10% lightning A pair of boots made of leather. |
pair of rough leather boots 'Shadevile' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 32% Changes stats: +3 Cun / +3 Wil Changes resistances: +12% acid / +3% lightning Changes resistances penetration: +10% darkness / +20% acid Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
Delibers the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Dex / +3 Con Changes resistances: +9% fire / +3% mind / +8% cold Changes damage: +6% mind Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+4 eff.) See invisible: +6 A pair of boots made of leather. |
rough leather gloves 'Flaredash' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes stats: +1 Cun Changes resistances: +3% lightning / +5% cold / +6% light Changes resistances penetration: +10% fire Changes damage: +6% fire / +4% cold 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. |
rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane 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. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
grounding linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +5% temporal A pointy cloth hat, very wizardly... |
Loriralach the Stormpain (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil / +2 Cun Changes resistances: +12% lightning / +16% fire Changes damage: +6% lightning / +20% fire A pointy cloth hat, very wizardly... |
rough leather cap 'Dagoredin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% fire / +6% cold Changes resistances penetration: +15% mind Mental save: +3 (+1 eff.) Mindpower: +5 (+1 eff.) A cap made of leather. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 Activation costs 182 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Summ the Cornac Summoner level 12
5th Flare 122nd year of Ascendancy at 18:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Summ the Cornac Summoner level 10
6th Mirth 122nd year of Ascendancy at 08:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Summ the Cornac Summoner level 20
30th Dusk 122nd year of Ascendancy at 14:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Summ the Cornac Summoner level 13
9th Dusk 122nd year of Ascendancy at 04:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Summ the Cornac Summoner level 16
20th Dusk 122nd year of Ascendancy at 11:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Summ the Cornac Summoner level 7
78th Pyre 122nd year of Ascendancy at 10:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Summ the Cornac Summoner level 17
21st Dusk 122nd year of Ascendancy at 12:46 see stats
Log
Summ uses Thorn Grab.
Summ's mind surges with critical power!
You pickup 0.90 gold pieces.
Crippling Disease from Scourge wyrm hits Summ for 10 blight damage.
Rotting Disease from Ce'Nyriariata the scourge drake hatchling hits Summ for 26 blight damage.
Melee retaliation hits War hound for 5 blight damage.
War hound hits Ce'Nyriariata the scourge drake hatchling for 204 physical damage.
Melee retaliation hits Scourge drake hatchling for 2 lightning, 4 light, 2 darkness (8 total damage).
Thorn Grab from Summ hits Ce'Nyriariata the scourge drake hatchling for 27 nature damage.
Scourge drake hatchling hits Summ for 37 physical damage.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
Ce'Nyriariata the scourge drake hatchling misses War hound.
Ce'Nyriariata the scourge drake hatchling hits War hound for 100 physical damage.
Ce'Nyriariata the scourge drake hatchling killed War hound!
Summ feels pain again.
Talent Ritch Flamespitter is ready to use.
Crippling Disease from Scourge wyrm hits Summ for 11 blight damage.
Rotting Disease from Ce'Nyriariata the scourge drake hatchling hits Summ for 26 blight damage.
Ce'Nyriariata the scourge drake hatchling is less vulnerable to physical.
Ce'Nyriariata the scourge drake hatchling is less vulnerable to fire.
Melee retaliation hits Scourge drake hatchling for 2 lightning, 4 light, 2 darkness (8 total damage).
Thorn Grab from Summ hits Ce'Nyriariata the scourge drake hatchling for 28 nature damage.
Scourge drake hatchling hits Summ for 56 physical damage.
Summ the level 21 cornac summoner was shattered to death by a scourge drake hatchling on level 2 of Scourged Pits.
Summ deactivates Master Summoner.
Summ is free from the crippling disease.
Summ is free from the rotting disease.
Summ deactivates Psiblades.








































































