










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Possessor Bonus Class 1.7.4Donators/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:
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 | Krog |
| Class | Cursed |
| Level / Exp | 22 / 73% |
| Size | big |
| Lifes / Deaths | Killed by Yvurema the slimy ooze at level 22 on the 79th Dusk 122nd year of Ascendancy at 04:17 / 2Killed by Isynn the crimson ooze at level 22 on the 79th Dusk 122nd year of Ascendancy at 04:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 50) |
| Dexterity | 18 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 37 (base 30) |
| Cunning | 29 (base 22) |
Resources
| Life | -287/782 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.3267822375243 |
| Regeneration | 5.6388245094784 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 42 |
| Crit Chance | 25% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Blight | +30% |
| Nature | +17% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.151787968034%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 32 |
| Physical Save | 33 |
| Spell Save | 17 |
| Mental Save | 28 |
Defense: Resistances
| Acid | -6%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 17%( 70%) |
| Cold | 0%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 8%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 64% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
| Silence Resistance | 20% |
| Bleed Resistance | 60% |
| Disarm Resistance | 44% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 73% |
Inscriptions (3/3)
| 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 313 life over 5 turns. Its effects scale with your Willpower 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsUngrol 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 ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
| On feet | Velivea (Nightmares) (0 def, 14 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 53% Changes resistances: +8% lightning / +10% temporal / +2% physical Disease immunity: +20% Silence immunity: +20% Healing mod.: +10% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Fularak'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% temporal Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +60.00 Light radius: +3 Healing mod.: +10% 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 | thaloren iron helm of trickery (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +5% blight Mental save: +6 (+3 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 10 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Treeserpent the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances penetration: +5% cold Changes damage: +9% nature Psi when hit: +0.04 Maximum psi: +10.00 Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
| On fingers | Chaduhor the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +6% nature / +3% acid Mental save: +6 (+3 eff.) Disarm immunity: +24% Pinning immunity: +20% Stun/Freeze immunity: +26% Knockback immunity: +25% Life regen: +2.00 Maximum life: +23.00 Rings make your fingers look great! |
| Around waist | rough leather belt 'Flashpython' (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% light Changes damage: +3% lightning / +3% mind Disarm immunity: +20% Only die when reaching: -60.00 life Maximum life: +34.00 Curse of Nightmares A belt that goes around your waist. |
| In main hand | truestriking dwarven-steel battleaxe of evisceration (Nightmares) (137% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Changes resistances penetration: +12% physical Curse of Nightmares Massive two-handed battleaxes. |
| On hands | Sludgegrip (Nightmares) (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.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Nightmares These gloves are coated with a thick, green liquid. |
| Main armor | Borfast's Cage (Shrouds) (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+7 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Shrouds Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Leliran the Serpenttide (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% nature Changes damage: +30% blight Maximum life: +36.00 Spellpower: +20 (+10 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Morbuspall'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 4 cold Changes stats: +5 Lck Changes resistances: +14% light / +12% darkness Changes resistances penetration: +5% nature Changes damage: +3% nature Blindness immunity: +20% Cut immunity: +60% Healing mod.: +10% Reduce all damage from unseen attackers: 13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Viperwrest'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% * 20% chance to reduce strength, dexterity, and constitution by 14 Changes resistances: +11% fire / +3% light / +11% cold Changes damage: +6% nature Amulets make your neck look great! |
restful copper amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun Life regen: +1.00 Amulets make your neck look great! |
copper ring 'Zuborin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Wil / +4 Con Physical save: +9 (+5 eff.) Mental save: +4 (+2 eff.) Rings make your fingers look great! |
Islyna (Nightmares) (119% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +7 Armour: +6 Defense: +15 (+7 eff.) Changes resistances penetration: +10% mind / +7% physical Disarm immunity: +20% Maximum life: +60.00 Curse of Nightmares Massive two-handed battleaxes. |
steel battleaxe 'Ebonypiercer' (Shrouds) (117% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 117% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +20 (+7 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +9% cold Changes resistances penetration: +15% cold Disarm immunity: +28% Curse of Shrouds Massive two-handed battleaxes. |
Bill's Tree Trunk (Shrouds) (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Rainmoon (Nightmares) (102% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+6 eff.) Armour penetration: +1 Defense: +6 (+3 eff.) Damage when hit (Melee): 8 cold Changes resistances: +3% nature / +1% physical Spell save: +9 (+6 eff.) Disarm immunity: +22% Curse of Nightmares Blunt and deadly. |
Rainnail the iron waraxe (Shrouds) (104% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +6% cold Changes resistances penetration: +5% cold Disarm immunity: +22% See invisible: +3 Curse of Shrouds One-handed war axes. |
Tidebiter the dwarven-steel waraxe (Shrouds) (120% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 24% Damage (radius 1) on hit: +16 acid / +20 cold When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+4 eff.) Changes damage: +15% fire Disarm immunity: +28% Curse of Shrouds One-handed war axes. |
iron waraxe 'Flashtide' (Shrouds) (104% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn Damage (Melee): +12 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +4 Wil Hate when firing a critical mind attack: +5.00 Curse of Shrouds One-handed war axes. |
Naturemaster the rough leather belt (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes damage: +3% mind Maximum life: +31.00 Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Prismknave' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +3 Dex / +1 Mag / +4 Cun / +1 Con / +6 Lck Changes resistances penetration: +20% light Changes damage: +3% fire Trap disarming bonus: +6 Stealth bonus: +6 Light radius: +2 Infravision radius: +3 Curse of Shrouds A belt that goes around your waist. |
Xerebeth the cashmere cloak (Corpses) (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Changes resistances: +7% acid / +14% darkness / +7% cold / +6% fire / +5% arcane / +6% lightning Changes resistances penetration: +7% darkness / +15% arcane Changes damage: +5% darkness / +9% arcane Stealth bonus: +11 Physical save: +7 (+4 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (Shrouds) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (Nightmares) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +31.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+6 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.Ce'Narialle (Misfortune) (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +9% blight / +6% light Spell save: +9 (+6 eff.) Mindpower: +20 (+7 eff.) Infravision radius: +2 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issildil (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce armor by 24% Changes stats: +1 Str / +3 Con Changes resistances: +6% lightning / +9% temporal / +3% blight Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainjeer the pair of iron boots (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 2 nature Changes resistances: +3% lightning / +6% fire Changes resistances penetration: +20% nature Equilibrium when hit: +0.12 Mental crit. chance: +2% Infravision radius: +2 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +3% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathikath (Misfortune) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes stats: +3 Con Changes resistances: +3% acid / +5% fire / +6% light / +1% physical Changes damage: +4% fire When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +5 fire Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tideshaper (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +4 Mag / +1 Wil / +1 Cun Changes resistances: +5% fire / +7% cold Changes damage: +9% cold Curse of Shrouds A pointy cloth hat, very wizardly... |
Vorykira the iron helm (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Mag / +2 Cun / +2 Con Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Pyrespike' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Cun / +3 Dex Changes resistances: +6% fire Changes damage: +6% fire Critical mult.: +5.00% Mental crit. chance: +1% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Elenosus' (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +3% blight / +3% cold / +6% temporal Physical save: +12 (+6 eff.) Blindness immunity: +10% Curse of Nightmares A cap made of leather. |
thaloren iron helm of knowledge (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +6 Wil Changes resistances: +6% blight Mental save: +7 (+3 eff.) Mindpower: +4 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Namina the Skyfist (Nightmares) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 lightning Changes resistances: +16% lightning / +3% fire Physical save: +12 (+6 eff.) Life regen: +4.00 Curse of Nightmares A suit of armour made of mail. |
Wintervice (Nightmares) (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +32% lightning / +6% cold Changes resistances penetration: +15% arcane Changes damage: +3% cold Life regen: +4.90 Maximum life: +35.00 Healing mod.: +11% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.barbed quiver of yew arrows (22/22, 157% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 158% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +11.0% Capacity: 22 On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
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. |
139 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eiliniriavea the TaintquellerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +3% nature / +3% fire Maximum life: +40.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Eilinita the dwarven-steel torque of clear mind [power 2] (26/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +5% arcane Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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: * Increase the duration of 2 beneficial effects by 1. * Reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xanura the Brightwar [power 116] (26/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes damage: +3% light Light radius: +3 It can be used to sting an enemy dealing 136 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 by 12% for 2 turns. 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
9 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 Waysad the Krog Cursed level 17
53rd Dusk 122nd year of Ascendancy at 12:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Waysad the Krog Cursed level 10
1st Summertide 122nd year of Ascendancy at 17:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Waysad the Krog Cursed level 22
77th Dusk 122nd year of Ascendancy at 19:16 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Waysad the Krog Cursed level 20
69th Dusk 122nd year of Ascendancy at 08:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Waysad the Krog Cursed level 10
4th Mirth 122nd year of Ascendancy at 12:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Waysad the Krog Cursed level 20
69th Dusk 122nd year of Ascendancy at 03:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Waysad the Krog Cursed level 16
28th Dusk 122nd year of Ascendancy at 04:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Waysad the Krog Cursed level 10
4th Mirth 122nd year of Ascendancy at 13:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Waysad the Krog Cursed level 22
78th Dusk 122nd year of Ascendancy at 11:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Waysad the Krog Cursed level 15
16th Dusk 122nd year of Ascendancy at 14:36 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Waysad the Krog Cursed level 22
79th Dusk 122nd year of Ascendancy at 04:17 see stats
Log
Waysad is disabled.
Yvurema the slimy ooze's Beyond the Flesh performs a melee critical strike against Waysad!
Yvurema the slimy ooze's Beyond the Flesh hits Waysad for (18 resonance), 18 physical, (5 resonance), 5 physical (23 total damage).
Isynn the crimson ooze hits Yvurema the slimy ooze for damage.
Isynn the crimson ooze hits Waysad for damage.
Waysad misses Something.
Your summoned terror disappears.
Your summoned terror disappears.
Waysad has shrugged off 26 damage and is ready for more.
Waysad speeds up.
Crippling Poison from Isynn the crimson ooze hits Waysad for (31 resonance), (26 rampage shugs off), 5 nature (5 total damage).
Waysad is stunned!
Waysad shrugs off some effects!
Waysad is not stunned anymore.
Something hits Waysad for (5 resonance), 5 physical, (5 resonance), 5 physical, (14 resonance), 14 physical, (5 resonance), 5 physical (29 total damage).
Waysad hits Something for (39 to psi shield), 58 physical, (15 to psi shield), 23 fire (81 total damage).
Your resonance field crumbles under the damage!
The psychic field around Waysad crumbles.
Yvurema the slimy ooze's Beyond the Flesh hits Waysad for (7 resonance), 14 physical, 11 physical (25 total damage).
Something hits Something for 0 physical damage.
You feel a surge of power as a powerful creature falls nearby.
Something is no longer being stalked by Waysad.
Something performs a melee critical strike against Something!
Something hits Something for 581 physical damage.
Something hits Something for 775 physical damage.
Something hits Something for (63 to psi shield), 317 physical (317 total damage).
Something hits Waysad for 349 physical damage.
Waysad the level 22 krog cursed was dissected to death by Isynn the crimson ooze on level 3 of Sandworm lair.



































































































