











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! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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 | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 33 / 77% |
| Size | big |
| Lifes / Deaths | Killed by Cyrema the banshee at level 33 on the 7th Gold 123rd year of Ascendancy at 04:38 / 1 |
Primary Stats
| Strength | 82 (base 60) |
| Dexterity | 10 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 63 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 22 (base 19) |
Resources
| Life | -298/1491 |
| Positive | 25/86 |
| Stamina | 97/241 |
| Healing Factor | 1.2282474226804 |
| Regeneration | 6.4482989690719 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 52 |
| Crit Chance | 29% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Light | +29% |
| Nature | +11% |
| Blight | +14% |
| Physical | +30% |
| Fire | +14% |
| All | +5% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 90.057789437212 (74.117647058824%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 32 |
| Physical Save | 46 |
| Spell Save | 40 |
| Mental Save | 49 |
Defense: Resistances
| Acid | -12%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Lightning | + 32%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 30%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Disarm Resistance | 44% |
| Confusion Resistance | 20% |
| Silence Resistance | 20% |
| Stun Resistance | 84% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 79% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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 Strength 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 mental and physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Righteous Strength |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | The target's skin reacts to damage, granting 34 armour. Stoneskin |
| detrimental effect | The target is confused, acting randomly (chance 46%) and unable to perform complex actions. Confused |
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 failed to protect the lost defiler from death by Glamina the skeleton archer. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Gnom. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. 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 chunk of ghoul flesh. * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 wretchling eyeball. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +3 Healing mod.: +12% 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 | Bleakbender the cashmere wizard hat (2 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +10 Defense: +2 (+1 eff.) Changes stats: +1 Dex Changes resistances: +8% lightning / +6% temporal / +6% darkness / +6% blight Only die when reaching: -60.00 life Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Dazzlesweeper' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature / +15% darkness Changes damage: +6% nature Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Cyrann'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% darkness / +6% cold Physical save: +6 (+2 eff.) Silence immunity: +20% Disarm immunity: +44% Confusion immunity: +10% Pinning immunity: +28% Knockback immunity: +29% Only die when reaching: -20.00 life Maximum life: +29.00 Rings can have magical properties. |
| On fingers | HailtideInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +24% lightning / +6% temporal / +3% acid / +9% cold / +3% nature / +5% arcane Changes damage: +12% lightning / +5% all Spell save: +3 (+1 eff.) Stun/Freeze immunity: +24% Life regen: +3.00 Spellpower: +8 (+3 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
| Around waist | Belomina the GlimmerbloomCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +15% physical Changes damage: +15% light / +12% physical Spell save: +10 (+3 eff.) Only die when reaching: -80.00 life Size category: +1 A belt that goes around your waist. |
| In main hand | voratun greatsword of rage (177% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Changes stats: +7 Str Changes damage: +13% physical Massive two-handed swords. |
| On hands | heroic hardened leather gloves of strength (+3) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +6 Changes stats: +3 Str Mental save: +7 (+2 eff.) Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | linen cloak 'Harorek' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Dex / +4 Wil Maximum life: +30.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | AerinorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +2 Str / +5 Mag / +3 Wil / +3 Cun / +2 Con / +10 Lck Changes damage: +9% blight Maximum vim: +20.00 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (die at -559; dur 6; cd 26)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -559 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1230 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
warrior's copper amulet of mastery (0.11 Celestial / Chants)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.11 Celestial / Chants Stamina each turn: +0.20 Amulets can have magical properties. |
Breezeparry the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% fire / +9% mind / +12% nature Mental save: +6 (+2 eff.) Stun/Freeze immunity: +34% Life regen: +3.00 Rings can have magical properties. |
Brightpanic the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes stats: +4 Mag / +3 Con Changes resistances: +3% light Changes damage: +3% light Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Rings can have magical properties. |
GlimmerpainPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +9% darkness Silence immunity: +22% Mana each turn: +0.18 Light radius: +3 Rings can have magical properties. |
copper ring 'Willowwalker'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +5 Cun / +5 Wil Changes resistances: +3% fire Changes damage: +3% physical Critical mult.: +5.00% Maximum stamina: +30.00 Mindpower: +5 (+3 eff.) Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
Belulle the Toxinfiend (158% power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 159% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 8 nature Changes stats: +3 Con Changes resistances: +9% fire Changes damage: +9% nature Stamina each turn: +2.00 Massive two-handed mauls. |
Colaryem (159% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Gulaith (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +1 Dex / +3 Con Changes resistances: +3% light Silence immunity: +10% Stun/Freeze immunity: +20% Maximum life: +80.00 Infravision radius: +2 A pair of boots made of leather. |
pair of iron boots 'Glitterbrace' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +5 Fatigue: +2% Changes stats: +2 Con Changes resistances: +3% light / +2% physical Critical mult.: +5.00% Physical save: +3 (+1 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerodhekira (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +3% lightning / +3% temporal / +5% arcane Changes damage: +4% physical Blindness immunity: +10% Teleport immunity: +20% Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Glittervenom (0 def, 2 armour) =track=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +10% darkness / +3% light Changes resistances penetration: +15% lightning / +25% fire / +10% light Changes damage: +9% lightning / +6% fire Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelidhevea (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+3 eff.) Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% arcane / +9% mind Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life A cap made of leather. |
Shinesteel (0 def, 1 armour) =7 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Dex Changes damage: +6% light Mindpower: +5 (+3 eff.) See invisible: +12 A cap made of leather. |
rough leather cap 'Hettylach' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Con Changes resistances: +3% acid / +6% blight Changes damage: +3% blight / +6% physical A cap made of leather. |
Glirenor (2 def, 14 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +19% cold Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Maximum life: +100.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour) =water=Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
Anykhad the iron plate armour (0 def, 8 armour) =water=Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +8 Fatigue: +22% Changes stats: +1 Cun Changes resistances: +7% acid / +6% cold / +9% temporal Allows you to breathe in: water Cut immunity: +20% Stamina each turn: +3.00 Only die when reaching: -20.00 life A suit of armour made of metal plates. |
8 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. |
302 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gloombrawn the iron pickaxe (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% lightning / +6% darkness Changes resistances penetration: +20% darkness Changes damage: +9% darkness / +6% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layoretha the Moldbrand (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 16 * 20% chance to slow global speed by 41% * 10 arcane resource burn Changes stats: +1 Str Changes resistances: +3% blight Changes resistances penetration: +15% nature Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of quickening (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 44/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
6 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+3 eff.) Mindpower: +5 (+3 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. |
focusing elm totem of stinging [power 110] (15 cooldown) =red heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Dagygonik' [power 254] (15 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +6 Defense: +25 (+13 eff.) Changes stats: +2 Wil / +2 Con Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 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. |
3 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: +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. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gnom the Dwarf Sun Paladin level 12
5th Profit 122nd year of Ascendancy at 17:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Gnom the Dwarf Sun Paladin level 32
2nd Gold 123rd year of Ascendancy at 15:27 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Gnom the Dwarf Sun Paladin level 31
16th Steel 123rd year of Ascendancy at 13:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Gnom the Dwarf Sun Paladin level 23
42nd Dearth 122nd year of Ascendancy at 10:22 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gnom the Dwarf Sun Paladin level 32
19th Steel 123rd year of Ascendancy at 08:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gnom the Dwarf Sun Paladin level 10
2nd Acquisition 122nd year of Ascendancy at 03:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gnom the Dwarf Sun Paladin level 20
22nd Wealth 122nd year of Ascendancy at 06:10 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Gnom the Dwarf Sun Paladin level 30
27th Iron 123rd year of Ascendancy at 15:33 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Gnom the Dwarf Sun Paladin level 20
29th Dearth 122nd year of Ascendancy at 08:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Gnom the Dwarf Sun Paladin level 22
37th Dearth 122nd year of Ascendancy at 22:55 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Gnom the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 04:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gnom the Dwarf Sun Paladin level 8
28th Voratun 122nd year of Ascendancy at 20:38 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gnom the Dwarf Sun Paladin level 28
12nd Iron 123rd year of Ascendancy at 06:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gnom the Dwarf Sun Paladin level 12
16th Profit 122nd year of Ascendancy at 03:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Gnom the Dwarf Sun Paladin level 22
39th Dearth 122nd year of Ascendancy at 20:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gnom the Dwarf Sun Paladin level 16
5th Wealth 122nd year of Ascendancy at 20:29 see stats
Log
Talent Stunning Blow is ready to use.
Something damages herself through Martyrdom!
Burning from Cyrema the banshee hits Gnom for 8 fire damage.
Gnom hits Something for 1 fire damage.
Cyrema the banshee shrieks.
Cyrema the banshee's light area effect hits Gnom for 172 light damage.
Gnom is confused and fails to use Stunning Blow.
Burning from Cyrema the banshee hits Gnom for 9 fire damage.
Cyrema the banshee casts Circle of Shifting Shadows.
Cyrema the banshee's spell attains critical power!
Cyrema the banshee's spell attains critical power!
Cyrema the banshee's light area effect hits Gnom for 172 light damage.
Cyrema the banshee's defensive darkness area effect hits Gnom for 39 darkness damage.
Cyrema the banshee casts Moonlight Ray.
Cyrema the banshee hits Gnom for 257 darkness damage.
LIFE LOST WARNING!
Cyrema the banshee's Corona hits Gnom for 67 darkness damage.
Cyrema the banshee's Corona hits Gnom for 82 light damage.
Keyboard input temporarily disabled.
Gnom is confused and fails to use Stunning Blow.
Gnom stops burning.
Cyrema the banshee's light area effect hits Gnom for 172 light damage.
Gnom the level 33 dwarf sun paladin was seared to death by Cyrema the banshee on level 4 of Dreadfell.
Gnom seems more focused.
Gnom deactivates Weapon of Wrath.
Gnom deactivates Righteous Strength.
Gnom deactivates Chant of Fortitude.
Gnom deactivates Weapon of Light.































































































