










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Wyrmic |
| Level / Exp | 19 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Neriba the assassin at level 11 on the 58th Dusk 122nd year of Ascendancy at 05:44 / 2Killed by Arovena the drem master at level 19 on the 76th Haze 122nd year of Ascendancy at 00:58 |
Primary Stats
| Strength | 47 (base 43) |
| Dexterity | 18 (base 10) |
| Constitution | 23 (base 21) |
| Magic | 10 (base 10) |
| Willpower | 41 (base 32) |
| Cunning | 24 (base 10) |
Resources
| Life | -122/640 |
| Stamina | 199/232 |
| Equilibrium | 48 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 16.717629136619 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.317881892239% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +12% |
| Acid | +3% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Arcane | +25% |
| Acid | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 35.317011280365 (72.903125182002%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 19 |
| Physical Save | 35 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 51%( 70%) |
| All | + 4%( 70%) |
| Physical | + 9%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 23% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Strength stat. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. 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 vial of greater demon bile. * You've found the needed snow giant kidney. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Glimmerwolf' (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+5 eff.) Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +3% light / +3% cold Reduces incoming crit damage: 10.00% Physical save: +12 (+5 eff.) Mental save: +11 (+5 eff.) Disarm immunity: +20% Confusion immunity: +10% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xanosewe the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +1% physical / +3% darkness Mental save: +6 (+3 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Maximum life: +20.00 Light radius: +3 See stealth: +6 See invisible: +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 | iron helm 'Ce'Nuda' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str Changes resistances: +15% light / +11% darkness Changes resistances penetration: +15% physical Reduces incoming crit damage: 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Poliwe [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Dex Physical save: +12 (+5 eff.) Mental save: +3 (+1 eff.) Poison immunity: +10% Life regen: +4.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Yvuta'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 24 Damage (Ranged): 9 physical Changes stats: +7 Cun / +5 Dex Changes resistances: +3% blight / +24% fire Changes resistances penetration: +25% arcane Changes damage: +12% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Gilyrion the ScorpionknightInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +3% darkness / +7% blight / +5% arcane / +10% nature / +12% mind Changes damage: +12% mind Spell save: +12 (+6 eff.) Poison immunity: +13% Disease immunity: +10% Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| Around waist | SpiderpassionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid / 10 nature Changes resistances: +7% fire / +6% cold Changes resistances penetration: +15% nature / +5% acid A belt that goes around your waist. |
| In main hand | Harechik the steel greatsword (32-51 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 cold Damage (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Reduces incoming crit damage: 15.00% Maximum hate: +6.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Massive two-handed swords. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 6/24) : Effective talent level: 2.6 Power cost: 24 out of 6/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 213.08 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Xanymira (3 def, 11 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +27% acid / +16% cold / +5% arcane / +9% lightning Allows you to breathe in: water Life regen: +2.00 Maximum life: +26.00 Healing mod.: +10% A suit of armour made of mail. |
| Cloak | Emelorekira (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +6% acid / +12% fire / +6% darkness / +12% cold Changes damage: +3% acid Disease immunity: +10% Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Geganor the GlowvenomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% temporal / +10% fire / +10% cold / +6% acid Light radius: +1 Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 25%; magical; dur 3; cd 15)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: 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 magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Glaresmasher the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +13% nature / +6% light Changes resistances penetration: +5% light Critical mult.: +5.00% Poison immunity: +20% Disease immunity: +22% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.copper amulet 'Burnpiercer' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +3% fire / +6% acid Changes damage: +6% lightning / +21% fire / +6% acid Talent mastery: +0.14 Wild-gift / Venom drake aspect Amulets make your neck look great! |
copper ring 'Dayrage'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +21% cold Changes resistances penetration: +5% temporal Mental save: +4 (+2 eff.) Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
iron greatmaul 'Morningmarrow' (18-26 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 blight Damage (radius 1) on hit: +12 blight / +7 fire Damage (radius 2) on crit: +8 arcane When wielded/worn: Damage when hit (Melee): 2 light Massive two-handed mauls. |
iron greatsword of massacre (26-41 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
BlindcrackInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes damage: +3% lightning / +12% darkness Physical save: +12 (+5 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Gloomwinter'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% darkness Changes damage: +6% light Physical save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.04 Mindpower: +13 (+5 eff.) A belt that goes around your waist. |
Gelenor the linen cloak (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes resistances penetration: +5% temporal / +15% physical Critical mult.: +5.00% Spell save: +3 (+2 eff.) Stamina each turn: +1.00 Maximum life: +32.00 Spellpower: +15 (+12 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cyrumivena' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +3 Wil Mental save: +6 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather cap 'Shockward' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Cun / +1 Str Changes resistances: +8% lightning / +6% temporal / +3% light A cap made of leather. |
impenetrable steel plate armour of cold resistance (0 def, 17 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Fatigue: +22% Changes resistances: +17% cold A suit of armour made of metal plates. |
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. |
173 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 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. |
Churath (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +1 Str / +1 Dex / +5 Con Changes resistances: +9% temporal Maximum life: +22.00 Maximum stamina: +16.00 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. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Radianceraptor the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire / 4 light / 2 cold Changes resistances: +6% fire Changes resistances penetration: +10% arcane Changes damage: +6% arcane Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Camorach'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Dex / +4 Wil / +4 Con Changes resistances: +3% blight Changes damage: +6% mind Reduces incoming crit damage: 10.00% Disarm immunity: +10% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 Activation costs 202 power out of 315/400. 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. |
quick iron torque of clear mind [power 1] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
10 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 Kanroc Kimryw the Cornac Wyrmic level 9
5th Flare 122nd year of Ascendancy at 02:45 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Kanroc Kimryw the Cornac Wyrmic level 18
69th Haze 122nd year of Ascendancy at 17:41 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Kanroc Kimryw the Cornac Wyrmic level 18
65th Haze 122nd year of Ascendancy at 14:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kanroc Kimryw the Cornac Wyrmic level 10
11st Dusk 122nd year of Ascendancy at 03:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kanroc Kimryw the Cornac Wyrmic level 9
6th Mirth 122nd year of Ascendancy at 10:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kanroc Kimryw the Cornac Wyrmic level 14
62nd Dusk 122nd year of Ascendancy at 10:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kanroc Kimryw the Cornac Wyrmic level 16
59th Haze 122nd year of Ascendancy at 04:45 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Kanroc Kimryw the Cornac Wyrmic level 11
58th Dusk 122nd year of Ascendancy at 05:44 see stats
Log
Poison from Arovena the drem master hits Kanroc Kimryw for 23 nature damage.
Agony from Arovena the drem master hits Kanroc Kimryw for 131 mind damage.
Something hits Kanroc Kimryw for 12 physical, 5 physical (17 total damage).
Arovena the drem master uses Agony.
Arovena the drem master's mind surges with critical power!
Kanroc Kimryw misses Something.
Something hits Kanroc Kimryw for 10 physical, 5 physical (15 total damage).
Arovena the drem master uses Willful Strike.
Kanroc Kimryw was blasted into Shadowy assassin!
Shadowy assassin was smashed!
Arovena the drem master hits Shadowy assassin for 21 physical, 3 physical (24 total damage).
Arovena the drem master hits Kanroc Kimryw for 153 physical, 21 physical (175 total damage).
Shadowy assassin performs a melee critical strike against Kanroc Kimryw!
Shadowy assassin performs a melee critical strike against Kanroc Kimryw!
Shadowy assassin hits Kanroc Kimryw for 14 physical, 7 physical (21 total damage).
Agony from Arovena the drem master hits Kanroc Kimryw for 43 mind damage.
Poison from Arovena the drem master hits Kanroc Kimryw for 23 nature damage.
Shadowy assassin hits Kanroc Kimryw for 10 physical, 5 physical (15 total damage).
Melee retaliation hits Shadowy assassin for 1 acid, 9 cold, 5 nature, 1 acid, 9 cold, 5 nature (31 total damage).
Melee retaliation hits Shadowy assassin for 1 acid, 9 cold, 4 nature, 1 acid, 9 cold, 4 nature (30 total damage).
Something performs a melee critical strike against Kanroc Kimryw!
Something hits Kanroc Kimryw for 19 physical, 6 physical (25 total damage).
Kanroc Kimryw hits Shadowy assassin for 4 mind damage.
Kanroc Kimryw hits Shadowy assassin for 46 physical, 5 cold, 4 physical, 4 mind (59 total damage).
Arovena the drem master uses Reproach.
Poison bursts out of Kanroc Kimryw's corpse!
Arovena the drem master hits Kanroc Kimryw for 247 mind damage.
Kanroc Kimryw the level 19 cornac wyrmic was psyched to death by Arovena the drem master on level 1 of The Maze.


















































































