











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 26 / 30% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nurathra the thief at level 20 on the 67th Haze 122nd year of Ascendancy at 19:29 / 2Killed by Glorilewe the whitehoof ghoul at level 26 on the 1st Allure 123rd year of Ascendancy at 12:20 |
| Antimagic | Follower |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 48 (base 52) |
| Constitution | 22 (base 10) |
| Magic | 1 (base 10) |
| Willpower | 22 (base 30) |
| Cunning | 42 (base 38) |
Resources
| Life | -102/608 |
| Stamina | 158/243 |
| Equilibrium | 13 |
| Healing Factor | 1.31375 |
| Regeneration | 25.708946068142 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 34.921546859523 |
| See Invisible | 43.921546859523 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 47 |
| Crit Chance | 15% |
| APR | 21 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +27% |
| Acid | +16% |
| Mind | +8% |
| All | +2% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 10.4 (38.536585365854%) |
| Defense | 43 |
| Ranged Defense | 51 |
| Fatigue | 20.669446550417 |
| Physical Save | 43 |
| Spell Save | 24 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 43%( 73%) |
| Blight | + 13%( 73%) |
| Arcane | + 12%( 73%) |
| Cold | 0%( 73%) |
| All | 0%( 73%) |
| Lightning | 0%( 73%) |
| Temporal | + 6%( 73%) |
| Darkness | + 10%( 73%) |
| Physical | + 22%( 73%) |
| Mind | -6%( 73%) |
| Nature | + 10%( 73%) |
Defense: Immunities
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 6% |
| Knockback Resistance | 10% |
| Disarm Resistance | 31% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 137 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 505% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.20 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Called Shots | 1.52 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Leeching Poison |
| detrimental effect | The target has been splashed with acid, taking 6.60 acid damage per turn, reducing armour by 7 and attack by 7. Acid Splash |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is starting to get mad (1 stacks), reducing mind damage resistance by 6%, mental save by 5, confusion resistance by 4%, generating 0.5 insanity per turn. Lost in a weird place |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target stands strong, increasing all resistances by 12.8% and resistance caps by 2.6%. Eternal Warrior |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 40%. Nihil |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 11.49 darkness and 11.49 temporal damage each turn. Entropic Gift |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 41%. Exhaustion |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| detrimental effect | The target is being driven mad by the void, taking 41.89 darkness damage per turn and reducing all powers by 35. Dark Whispers |
| beneficial effect | You gain 10% resistance against darkness. Resolve |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. Atrophy |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost 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 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 have explored the Maze and vanquished the Horned Horror. * 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * '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.' 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 red crystal shard. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed vial of fire wyrm saliva. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 within | active |
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 | pair of rough leather boots 'Ragurig' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Wil / +3 Con Changes damage: +6% mind Critical mult.: +10.00% Mental save: +30 (+9 eff.) Psi when hit: +0.08 Maximum hate: +8.00 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Murkstake (27/43, 42.5-51 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 43 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Ranged): +36 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 lightning When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
| Light source | GleraCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +12 (+4 eff.) Poison immunity: +10% Silence immunity: +25% Only die when reaching: -40.00 life Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Betysemina the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Dex / +2 Wil / +4 Cun / +3 Con Physical save: +15 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +31% Maximum stamina: +15.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Isobeth the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +7 Str / +3 Dex / +1 Mag / +2 Wil Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Milin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +8 Dex / +7 Cun / +10 Con Changes resistances: +28% acid Changes resistances penetration: +10% physical Changes damage: +14% acid Physical save: +21 (+7 eff.) Only die when reaching: -20.00 life Rings can have magical properties. |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 113% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Duvetodig the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Cun Changes resistances: +12% acid Talent mastery: +0.22 Cunning / Called Shots Mental save: +20 (+6 eff.) Blindness immunity: +20% Infravision radius: +3 Amulets can have magical properties. |
| In main hand | reinforced leather sling 'Flashbile'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 40% * 20% chance to daze at end of turn When wielded/worn: Physical power: +17 (+6 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% acid / +6% temporal Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 124 life over 5 turns, putting all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. |
| Around waist | GuneromiblekInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Con Maximum life: +53.00 See invisible: +9 Healing mod.: +5% A belt that goes around your waist. |
| In off hand | shocking dwarven-steel shield of arcane resistance (+12%) (8 def, 2 armour, 32-38.4 power, 73 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +73 On weapon hit: * 11% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 5 lightning Damage when hit (Melee): 13 lightning Changes resistances: +12% arcane Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Cyrynne (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +3 Con Changes resistances: +10% nature / +13% blight Changes damage: +15% physical Reduces incoming crit damage: 10.00% Life regen: +2.50 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
healing infusion of the sneak (heal 122)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 138)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
BoltnaughtInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% acid / +15% cold / +9% darkness / +6% fire Changes damage: +12% lightning Amulets can have magical properties. |
Chamaregogund the BleaksweeperInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Changes stats: +3 Cun Changes resistances: +14% cold / +12% fire Changes resistances cap: +3% all Changes damage: +18% darkness Physical save: +7 (+3 eff.) Amulets can have magical properties. |
clarifying steel amulet of mastery (0.12 Technique / Skirmisher - Slings)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.12 Technique / Skirmisher - Slings Confusion immunity: +22% Amulets can have magical properties. |
cleansing copper amulet of constitution (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% nature / +11% blight Poison immunity: +23% Disease immunity: +21% Amulets can have magical properties. |
gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Amulets can have magical properties. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Blindness immunity: +23% Amulets can have magical properties. |
Demonvile the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +12% acid Changes damage: +30% acid / +6% darkness Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +32% Maximum life: +23.00 Rings can have magical properties. |
Poryvena the ThunderpyreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 acid Changes resistances: +12% lightning Changes resistances penetration: +10% acid Changes damage: +9% acid / +3% lightning Maximum encumbrance: +22 Rings can have magical properties. |
Starbrand the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Cun / +5 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +25% light Mindpower: +9 (+6 eff.) Rings can have magical properties. |
copper ring 'Turudelach'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +18% acid Changes resistances penetration: +5% acid Changes damage: +12% acid Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +26% Maximum life: +26.00 Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
steel ring 'Skykill'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 20 lightning Changes stats: +6 Cun / +5 Dex Changes resistances: +6% lightning Changes resistances penetration: +20% lightning / +10% darkness Rings can have magical properties. |
warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
Isledhewe the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +1 Wil / +2 Cun / +7 Con Changes resistances: +9% darkness / +6% lightning Mental save: +8 (+2 eff.) Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
Spellhunt Remnants (2 def, 3 armour) =antimagic=Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Arona the hardened leather armour (3 def, 8 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Cun / +5 Wil Changes resistances: +7% acid / +5% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Critical mult.: +15.00% Mental save: +11 (+3 eff.) Life regen: +3.60 Stamina each turn: +0.90 Psi when hit: +0.04 Mindpower: +4 (+1 eff.) A suit of armour made of leather. |
4 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. |
415 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid 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. |
3 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =pick=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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 87 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
EremugarathInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Changes stats: +6 Str Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (72 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One =sleep=Infused 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 (+2 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 1 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 50% 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of steel shots of crippling (1/20, 26.5-31.8 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.5 - 31.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +10.5% Capacity: 20 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (21/21, 33-39.6 power, 3 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
thought-forged pouch of steel shots of erosion (18/18, 20.5-24.6 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * 13% chance to cause random gloom Damage (Ranged): +9 mind / +7 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
Layann [power 2] (23/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +4% physical Changes resistances penetration: +15% mind / +20% physical Grants telepathy: Dragon It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of psychoportation [power 28] (23/27 cooldown) =tp=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Bysin the Eclipsepride [power 2] (23/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 darkness Grants telepathy: Demon/Minor Demon/Major Infravision radius: +1 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 stamina. 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Wargle sdkaan the Cornac Skirmisher level 17
63rd Dusk 122nd year of Ascendancy at 00:55 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Wargle sdkaan the Cornac Skirmisher level 26
8th Decay 122nd year of Ascendancy at 20:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Wargle sdkaan the Cornac Skirmisher level 22
74th Haze 122nd year of Ascendancy at 06:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wargle sdkaan the Cornac Skirmisher level 10
2nd Dusk 122nd year of Ascendancy at 03:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wargle sdkaan the Cornac Skirmisher level 20
62nd Haze 122nd year of Ascendancy at 23:21 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Wargle sdkaan the Cornac Skirmisher level 17
11st Haze 122nd year of Ascendancy at 03:16 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Wargle sdkaan the Cornac Skirmisher level 23
79th Haze 122nd year of Ascendancy at 00:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wargle sdkaan the Cornac Skirmisher level 9
9th Flare 122nd year of Ascendancy at 14:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Wargle sdkaan the Cornac Skirmisher level 8
7th Flare 122nd year of Ascendancy at 18:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wargle sdkaan the Cornac Skirmisher level 22
71st Haze 122nd year of Ascendancy at 01:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wargle sdkaan the Cornac Skirmisher level 17
58th Dusk 122nd year of Ascendancy at 01:07 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Wargle sdkaan the Cornac Skirmisher level 20
67th Haze 122nd year of Ascendancy at 19:29 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Wargle sdkaan the Cornac Skirmisher level 26
1st Allure 123rd year of Ascendancy at 12:02 see stats
Log
Islana the golem is pinned to the ground.
Wargle sdkaan's Kneecapper hits Whitehoof ghoul for (6 resist armour), 0 darkness (0 total damage).
Wargle sdkaan's Kneecapper hits Islana the golem for (26 parried), 110 physical, 32 darkness, 7 darkness (150 total damage).
Wargle sdkaan's Kneecapper hits Nerona the minotaur for 7 darkness damage.
Glorilewe the whitehoof ghoul casts Entropic Gift.
Wargle sdkaan is consumed by entropy!
Glorilewe the whitehoof ghoul's is no longer wasting away.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Nerona the minotaur speeds up.
Islana the golem is not stunned anymore.
Islana the golem uses Dual Strike.
Islana the golem performs a melee critical strike against Wargle sdkaan!
Wargle sdkaan shrugs off the critical damage!
Wargle sdkaan is stunned!
Islana the golem performs a melee critical strike against Wargle sdkaan!
Wargle sdkaan shrugs off the critical damage!
Wargle sdkaan is invigorated by the attack!
Wargle sdkaan is covered in acid!
Islana the golem hits Wargle sdkaan for 78 physical, 96 physical, 3 acid (176 total damage).
Wargle sdkaan hits Islana the golem for 12 lightning, 4 lightning (16 total damage).
Nerona the minotaur performs a melee critical strike against Wargle sdkaan!
Wargle sdkaan is invigorated by the attack!
Wargle sdkaan is invigorated by the attack!
Wargle sdkaan is invigorated by the attack!
Saving game...



























































































