









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Anorithil |
| Level / Exp | 30 / 3% |
| Size | small |
| Lifes / Deaths | Killed by Polinne the ultimate telugoroth at level 30 on the 1st Pyre 123rd year of Ascendancy at 00:14 / 2Killed by Polinne the ultimate telugoroth's temporal clone at level 30 on the 1st Pyre 123rd year of Ascendancy at 00:16 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 15 (base 12) |
| Constitution | 21 (base 10) |
| Magic | 62 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 69 (base 60) |
Resources
| Life | -73/766 |
| Mana | 375/375 |
| Negative | 137/137 |
| Positive | 137/137 |
| Healing Factor | 1.3863874345549 |
| Regeneration | 3.535287958115 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666669% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 11 |
| Crit Chance | 31% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Light | +31% |
| Cold | +11% |
| Darkness | +58% |
| Physical | +29% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 38 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 46 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 48%( 70%) |
| All | 0%( 70%) |
| Lightning | 0%( 70%) |
| Light | + 31%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 726% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is gaining 3 positive energy each turn. Blazing Light |
| beneficial effect | The target is protected from silence effects. Sanctity |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 9 defense. Evasion |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| beneficial effect | Projectiles aimed at the target are slowed by 66%. Warding |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| beneficial effect | The target's defense is increased by 12. Shifting Shadows |
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 Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice dragon that dwelled there. | done |
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 has completed an elixir of the fox without your aid. 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 snow giant kidney. * You've found the needed green worm. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Haludil the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +1 Mag / +2 Cun / +4 Con Changes resistances: +6% cold / +7% fire Maximum encumbrance: +24 Physical save: +21 (+8 eff.) Spell save: +30 (+10 eff.) Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Dagogund the SplendourrebelCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +6% light Changes resistances penetration: +5% fire Light radius: +7 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 | hardened leather cap 'Voidsting' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+3 eff.) Armour: +6 Fatigue: +3% Changes stats: +3 Str / +6 Con Changes resistances penetration: +20% darkness Critical mult.: +10.00% Infravision radius: +2 A cap made of leather. |
| Tool | yew wand of clairvoyance 'Nerota' [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +6% cold Talent cooldown: Volcano (-2 turns) Talents granted: +2 Volcano +1 Void Blast Spell save: +3 (+1 eff.) It can be used to reveal the area around you, dispelling darkness (radius 11, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | steel ring 'Amylarath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +4 Changes resistances: +24% darkness / +3% physical Changes damage: +12% darkness / +9% physical Maximum life: +40.00 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Lorilar the Blindwild (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Mana each turn: +0.14 Spellpower: +25 (+7 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Deepstickler' (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +12 Damage (Melee): 7 physical Changes damage: +12% darkness / +5% physical Mental save: +5 (+2 eff.) Life regen: +2.30 Stamina each turn: +0.50 Psi each turn: +0.15 Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Xoma the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +13% acid / +13% physical / +16% fire / +3% mind / +16% cold Changes resistances penetration: +10% mind Changes damage: +14% acid / +15% physical / +19% light / +11% cold / +14% darkness / +10% fire Talent cooldown: Refit Golem (-4 turns) Mana each turn: +0.21 Maximum mana: +61.00 Spellpower: +37 (+10 eff.) Spell crit. chance: +19% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Neryra (10 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+5 eff.) Changes stats: +2 Wil / +1 Mag Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+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. |
| Around neck | Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 274 strength, based on Magic) for 5 turns, costing 24 power out of 2/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
heroism infusion of the psychic (+8 for 7 turns, die at -312)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 7 turns. While Heroism is active, you will only die when reaching -312 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+15 for 9 turns, die at -402)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -402 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
shielding rune of the wizard (absorb 425 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 425 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Lisythra the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun Changes resistances: +9% mind / +18% acid Changes damage: +9% mind Rings can have magical properties. |
steel ring 'Mador'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +27% acid / +15% temporal Changes damage: +12% temporal Life regen: +0.70 Maximum life: +45.00 Healing mod.: +16% Rings can have magical properties. |
warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
warrior's gold ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
Beidunakalthohek the steel dagger (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Blight Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 insidious poison When wielded/worn: Accuracy: +6 (+5 eff.) Armour penetration: +5 Damage when hit (Melee): 4 blight Changes resistances: +3% physical Changes resistances penetration: +6% physical Only die when reaching: -60.00 life Healing mod.: +5% Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 206.56 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Tarruldil (15-18 power, 3 apr, cold element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +12 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +2 Con Changes damage: +6% mind / +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Galagen' (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 mind When wielded/worn: Physical crit. chance: +18.0% Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 8% chance to blind Changes resistances: +9% blight / +9% acid Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +29.00% Maximum hate: +4.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Mindpower: +2 (+1 eff.) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 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 99.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Salytta the Darkraider (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +6 Dex / +2 Cun / +3 Con Changes resistances: +3% darkness Changes damage: +6% darkness Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe 'Urthekath' (6 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Cun / +8 Con Changes damage: +6% acid Physical save: +20 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aretira the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +6 Con Mental save: +18 (+6 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudlord the hardened leather gloves (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 10 mind Changes stats: +4 Str / +1 Dex / +3 Wil / +7 Con Changes resistances: +7% mind / +3% lightning Changes damage: +7% mind Talent mastery: +0.20 Technique / Grappling Physical save: +21 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +42% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Manigoneg the Blindwake (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +10% cold / +3% darkness / +5% arcane Changes damage: +30% darkness Allows you to breathe in: water A cap made of leather. |
Layama the Cinderwither (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +30% fire Lowers spell cool-downs by: 10% 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Sunquencher the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 11 fire Changes stats: +4 Con Changes resistances: +6% fire Changes damage: +9% fire Stamina each turn: +0.80 Light radius: +2 Healing mod.: +15% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of 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, costing 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), 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. |
Cleanseorder the elven-wood totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +5% nature Changes damage: +21% nature Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mad Anorithil the Halfling Anorithil level 10
33rd Dusk 122nd year of Ascendancy at 06:18 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Mad Anorithil the Halfling Anorithil level 24
35th Regrowth 123rd year of Ascendancy at 21:45 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Mad Anorithil the Halfling Anorithil level 10
33rd Dusk 122nd year of Ascendancy at 06:17 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Mad Anorithil the Halfling Anorithil level 20
33rd Haze 122nd year of Ascendancy at 05:33 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Mad Anorithil the Halfling Anorithil level 30
74th Regrowth 123rd year of Ascendancy at 19:23 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mad Anorithil the Halfling Anorithil level 18
15th Haze 122nd year of Ascendancy at 00:05 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Mad Anorithil the Halfling Anorithil level 11
45th Dusk 122nd year of Ascendancy at 03:41 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Mad Anorithil the Halfling Anorithil level 9
18th Dusk 122nd year of Ascendancy at 02:13 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Mad Anorithil the Halfling Anorithil level 6
9th Mirth 122nd year of Ascendancy at 05:05 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Mad Anorithil the Halfling Anorithil level 19
32nd Haze 122nd year of Ascendancy at 14:30 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mad Anorithil the Halfling Anorithil level 25
48th Regrowth 123rd year of Ascendancy at 21:55 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mad Anorithil the Halfling Anorithil level 17
66th Dusk 122nd year of Ascendancy at 07:31 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Mad Anorithil the Halfling Anorithil level 30
1st Pyre 123rd year of Ascendancy at 00:14 see stats
Log
Saving game...
Mad Anorithil is moving at extreme speed!
Saving done.
Mad Anorithil casts Moonlight Ray.
Mad Anorithil slows down.
Mad Anorithil hits Vorabeth the greater telugoroth for 331 darkness damage.
Polinne the ultimate telugoroth stops spinning fate.
Vorabeth the greater telugoroth's Beyond the Flesh performs a melee critical strike against Mad Anorithil!
Vorabeth the greater telugoroth resists the knockback!
Mad Anorithil leeches life from Vorabeth the greater telugoroth!
Mad Anorithil's prismatic repulsion area effect hits Vorabeth the greater telugoroth for (11 to psi shield), 7 light, 21 darkness (27 total damage).
Mad Anorithil's defensive darkness area effect hits Vorabeth the greater telugoroth for 20 darkness damage.
Mad Anorithil's blazing light area effect hits Vorabeth the greater telugoroth for (6 to psi shield), 4 fire, (8 to psi shield), 5 light (9 total damage).
Mad Anorithil's darkness area effect hits Vorabeth the greater telugoroth for 55 darkness damage.
Mad Anorithil hits Vorabeth the greater telugoroth for (11 to psi shield), 7 fire, (11 to psi shield), 7 fire (14 total damage).
Vorabeth the greater telugoroth hits Mad Anorithil for 44 physical, 21 blight, 10 arcane, 37 physical, 18 fire, 2 healing, 23 healing (130 total damage) [25 healing].
Vorabeth the greater telugoroth's Beyond the Flesh hits Mad Anorithil for 107 physical, 10 arcane, 3 healing, 37 physical, 18 fire (172 total damage) [3 healing].
Mad Anorithil tries to evade attacks.
Polinne the ultimate telugoroth's temporal clone's Arrow Stitching hits Mad Anorithil for 171 physical, 3 light (174 total damage).
Polinne the ultimate telugoroth casts Dimensional Step.
Mad Anorithil resists Polinne the ultimate telugoroth's space-time folding!
Mad Anorithil evades Vorabeth the greater telugoroth.
Mad Anorithil casts Twilight Surge.
Mad Anorithil's spell attains critical power!
Mad Anorithil is surging arcane power.
Mad Anorithil hits Vorabeth the greater telugoroth for (23 to psi shield), 14 light, 71 darkness (85 total damage).
Vorabeth the greater telugoroth resists the blinding light!
Polinne the ultimate telugoroth's temporal clone's Arrow Stitching performs a ranged critical strike against Mad Anorithil!
Saving game...















































































