










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Rogue |
| Level / Exp | 32 / 32% |
| Size | huge |
| Lifes / Deaths | Killed by Islynn the corrupted acidic digestor at level 32 on the 13rd Pyre 123rd year of Ascendancy at 15:51 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 63 (base 42) |
| Constitution | 46 (base 12) |
| Magic | 18 (base 10) |
| Willpower | 51 (base 20) |
| Cunning | 79 (base 60) |
Resources
| Life | -472/885 |
| Stamina | 274/296 |
| Equilibrium | 46 |
| Healing Factor | 1.4499999999999 |
| Regeneration | 125.52649999999 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -30% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 49.153614566946 |
| See Invisible | 49.153614566946 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 52 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 52 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 22% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 22% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Cold | +6% |
| Acid | +11% |
| Light | +6% |
| Nature | +35% |
| Darkness | +15% |
| Physical | +31% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Nature | +20% |
| Lightning | +20% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (41.270236612702%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 27 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 27%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 23%( 70%) |
| Mind | + 26%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Disarm Resistance | 39% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Stun Resistance | 48% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Stealth | 1.80 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.60 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Cunning / Poisons | 2.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Race / Krog | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Antimagic Shield |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 88 - 123 Accuracy: 67 (knife) APR: 15 Crit Chance: +41% Crit mult: 216% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | You gain 24% resistance against light. Resolve |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 103, defense by 34 and looses all evasion bonus from being unseen. Illumination |
| beneficial effect | Reduces physical damage received by 36% and provides a 21% chance to ignore critical hits. Juggernaut |
| beneficial effect | A flow of life spins around the target, regenerating 79.32 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 40% chance to deflect up to 18 damage from the next 1.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Aletta Soultorn. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved physical save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 394. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed orc heart. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Oozewitch' (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 59% * 20% chance to reduce all saves and defense by 32 Changes resistances: +6% nature / +6% fire Changes damage: +15% nature / +9% mind Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | alchemist's lamp 'Starimmortal'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str Changes resistances: +12% light Changes damage: +6% light Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Sulfuroracle' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% lightning Stamina each turn: +1.00 Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar drakeskin leather gloves of the juggernaut (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 cold Changes stats: +4 Con Changes resistances: +5% cold Changes damage: +6% cold Physical save: +19 (+6 eff.) Spell save: +4 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 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 36% and provides a 21% 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 | Nerulle the Blastsmash [power 2] (22.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances penetration: +10% lightning Physical save: +15 (+5 eff.) Only die when reaching: -80.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hathikhad the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Cun Changes resistances: +22% acid / +9% mind Changes damage: +11% acid Physical save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Cut immunity: +20% Healing mod.: +20% Rings can have magical properties. |
| On fingers | PitchveinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +3 Wil Changes resistances: +3% darkness / +12% physical Changes resistances penetration: +5% darkness Changes damage: +15% darkness / +12% physical Light radius: +3 Rings can have magical properties. |
| Around neck | MuckgritInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 6 nature Changes stats: +9 Dex / +7 Cun / +8 Con Changes resistances: +11% lightning Stun/Freeze immunity: +24% Life regen: +3.00 Stamina each turn: +3.80 Maximum stamina: +20.00 Movement speed: +20% Amulets can have magical properties. |
| In main hand | hateful stralite dagger of massacre (35-45.5 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +8% Living Sharp, short and deadly. |
| Around waist | hardened leather belt 'Bokoldil'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +9% fire / +3% nature / +6% cold Spell save: +6 (+3 eff.) Life regen: +4.00 Only die when reaching: -80.00 life Size category: +1 A belt that goes around your waist. |
| In off hand | enhanced stralite dagger of enduring (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Mag / +13 Wil / +7 Cun / +15 Con Maximum life: +26.00 Sharp, short and deadly. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | Glorevena (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +3 Mag / +4 Wil Changes resistances: +19% physical / +11% all Changes resistances penetration: +10% mind Changes damage: +19% physical Critical mult.: +20.00% Mental save: +6 (+2 eff.) Mindpower: +30 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Zubawen the dwarven-steel dagger (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Physical power: +30 (+10 eff.) Changes stats: +1 Mag / +5 Wil / +3 Con Sharp, short and deadly. |
Dairydralar the Dourreeve =red dam=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +6 Defense: +20 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes resistances: +5% physical Physical save: +9 (+3 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
linen cloak 'Searbone' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +20 (+7 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Str / +4 Dex / +2 Con Changes damage: +3% fire Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +10% mind / +11% all Physical save: +13 (+4 eff.) Spell save: +14 (+7 eff.) Mental save: +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour) =ms=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% darkness / +13% mind / +11% all Physical save: +12 (+4 eff.) Spell save: +13 (+6 eff.) Mental save: +26 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% blight / +11% all Critical mult.: +12.00% Life regen: +2.20 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +58.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Phoenixoozer' (0 def, 0 armour) =ph=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% physical / +9% all Changes resistances penetration: +10% fire Changes damage: +14% physical Physical save: +6 (+2 eff.) Poison immunity: +20% Cut immunity: +20% Confusion immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Smearjam the pair of rough leather boots (0 def, 1 armour) =ph dam hp=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -6% Changes stats: +2 Con Changes resistances: +9% nature Changes resistances penetration: +20% fire Changes damage: +9% physical Maximum encumbrance: +26 Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life A pair of boots made of leather. |
pair of hardened leather boots 'Stokedeath' (0 def, 3 armour) =crit=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Dex / +2 Wil / +9 Lck Changes resistances penetration: +25% fire Changes damage: +3% mind Critical mult.: +20.00% Stealth bonus: +9 Maximum hate: +8.00 Mental crit. chance: +2% A pair of boots made of leather. |
Issalin (15 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +4 Defense: +15 (+6 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Wil / +5 Con Changes resistances: +12% temporal Changes damage: +6% temporal Talent mastery: +0.20 Technique / Grappling Disarm immunity: +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Bleakbone' (10 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage (Melee): 5 physical Changes resistances: +3% darkness / +18% lightning Changes damage: +5% physical Cut immunity: +10% Stun/Freeze immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Xanuwen the hardened leather cap (0 def, 5 armour) =sd=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes damage: +12% mind Pinning immunity: +10% Stamina when hit: +0.70 Equilibrium when hit: +1.30 Only die when reaching: -80.00 life Maximum life: +20.00 A cap made of leather. |
hardened leather cap 'Cyrasetira' (0 def, 3 armour) =crit=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str Changes damage: +6% blight Critical mult.: +40.00% Physical save: +15 (+5 eff.) Psi when hit: +0.08 Mental crit. chance: +2% A cap made of leather. |
hardened leather armour of the deep (9 def, 7 armour) =water=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +8% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
volcanic hardened leather armour of Eyal (9 def, 13 armour) =ph res=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+4 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 5 fire Changes resistances: +18% fire / +21% physical Life regen: +4.00 Maximum life: +28.00 Healing mod.: +10% A suit of armour made of leather. |
6 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. |
398 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Hathogokhad the Gloomglory (dig speed 24 turns) =acc=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 darkness Changes stats: +5 Str Changes resistances: +6% darkness / +3% temporal Changes resistances penetration: +5% blight / +15% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +76 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Nerylradherin the Kindlehunger (dig speed 38 turns) =red dam nat=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 10 fire Changes stats: +3 Str Changes resistances penetration: +10% darkness / +25% fire Changes damage: +15% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Polimiwyn the Demonjeer (dig speed 38 turns) =slow=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 8 darkness Changes stats: +2 Str Changes resistances: +3% darkness Changes damage: +3% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 40/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Gleriathra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Wil Changes resistances: +3% light Physical save: +9 (+3 eff.) Equilibrium when hit: +0.16 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+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 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Scumkill the yew totem of stinging [power 242] (22.5/15 cooldown) =slow def=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +30 (+11 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +2 Str Changes resistances penetration: +15% nature It can be used to sting an enemy dealing 163 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 278] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
4 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. |
9 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. |
14 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. |
5 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 KoR the Krog Rogue level 23
55th Haze 122nd year of Ascendancy at 09:18 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By KoR the Krog Rogue level 22
47th Haze 122nd year of Ascendancy at 17:30 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By KoR the Krog Rogue level 30
79th Regrowth 123rd year of Ascendancy at 16:50 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By KoR the Krog Rogue level 21
35th Haze 122nd year of Ascendancy at 01:17 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By KoR the Krog Rogue level 24
65th Haze 122nd year of Ascendancy at 06:08 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By KoR the Krog Rogue level 27
4th Decay 122nd year of Ascendancy at 17:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By KoR the Krog Rogue level 10
68th Dusk 122nd year of Ascendancy at 07:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By KoR the Krog Rogue level 20
30th Haze 122nd year of Ascendancy at 02:33 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By KoR the Krog Rogue level 30
78th Regrowth 123rd year of Ascendancy at 05:24 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By KoR the Krog Rogue level 28
44th Regrowth 123rd year of Ascendancy at 15:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By KoR the Krog Rogue level 32
6th Pyre 123rd year of Ascendancy at 00:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By KoR the Krog Rogue level 9
6th Flare 122nd year of Ascendancy at 11:54 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By KoR the Krog Rogue level 26
1st Decay 122nd year of Ascendancy at 23:10 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By KoR the Krog Rogue level 28
62nd Regrowth 123rd year of Ascendancy at 12:47 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By KoR the Krog Rogue level 28
61st Regrowth 123rd year of Ascendancy at 22:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By KoR the Krog Rogue level 21
34th Haze 122nd year of Ascendancy at 19:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By KoR the Krog Rogue level 15
14th Haze 122nd year of Ascendancy at 09:16 see stats
Log
KoR shrugs off the effect 'Blinded'!
Something hits KoR for (31 antimagic), (47 reacted , -5 stam), 139 light (139 total damage).
Something hits KoR for (31 antimagic), 24 light (24 total damage).
KoR recovers sight.
KoR receives 7 healing.
Islynn the corrupted acidic digestor rushes out!
KoR reacts to an attack from Islynn the corrupted acidic digestor, mitigating the blow!.
KoR resists the terror!
Islynn the corrupted acidic digestor hits KoR for (18 parried), (49 reacted , -5 stam), 145 physical, 15 mind, (31 antimagic), 31 light (191 total damage).
Melee retaliation hits Islynn the corrupted acidic digestor for (2 absorbed), 0 nature, (1 absorbed), 0 mind (0 total damage).
KoR is less vulnerable.
KoR receives 7 healing.
Islynn the corrupted acidic digestor casts Absorption Strike.
Islynn the corrupted acidic digestor performs a melee critical strike against KoR!
KoR reacts to an attack from Islynn the corrupted acidic digestor, mitigating the blow!.
Islynn the corrupted acidic digestor hits KoR for (141 reacted , -5 stam), 384 physical (384 total damage).
Melee retaliation hits Islynn the corrupted acidic digestor for (2 absorbed), 0 nature, (1 absorbed), 0 mind (0 total damage).
KoR the level 32 krog rogue was squished to death by Islynn the corrupted acidic digestor on level 1 of The Godfeaster.
KoR deactivates Apply Poison.
KoR deactivates Trained Reactions.
KoR is not crippled anymore.
KoR's skin returns to normal.
KoR deactivates Antimagic Shield.
KoR stops regenerating health quickly.
KoR is not stunned anymore.
KoR is no longer attuned.
KoR deactivates Volatile Poison.
KoR seems more focused.
KoR deactivates Leeching Poison.











































































































