









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 11 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Elariada the brown bear at level 11 on the 25th Dusk 122nd year of Ascendancy at 23:07 / 1 |
Primary Stats
| Strength | 40 (base 35) |
| Dexterity | 17 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 28 (base 24) |
| Willpower | 12 (base 10) |
| Cunning | 13 (base 11) |
Resources
| Life | -21/385 |
| Stamina | 96/148 |
| Vim | 128/148 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 5.5912373631999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Light | +10% |
| Lightning | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Lightning | +15% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 10 (38.594633868923%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 20 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Light | + 33%( 70%) |
| Blight | + 3%( 70%) |
| Nature | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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 219 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 avoidance. He has given you some notes on the ingredients: * '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.' * '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.' * '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: * You've found the needed honey tree root. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Agrimley 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 bear paw. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of rough leather boots 'Eriharalin' (0 def, 1 armour) =REGEN=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% light Critical mult.: +10.00% Physical save: +3 (+2 eff.) Life regen: +2.00 Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Deepskarma (0 def, 3 armour) =CON / SPELL / ARCANE BURN=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 8% Changes stats: +3 Con Changes resistances: +3% blight Changes resistances penetration: +5% darkness Spell save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Layemina [power 25] (19/25 cooldown) =GLOBAL SLOW=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 33% Changes stats: +1 Str Physical save: +9 (+5 eff.) It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Iviwe the AirblackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +1 Wil / +3 Con Changes resistances: +22% acid Changes damage: +11% acid / +6% mind / +6% lightning Rings make your fingers look great! |
| Around waist | Mighty Girdle =MAX LIFE=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Aruwyn the steel greatsword (132% power, 2 apr) =BOSS WEAPON=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. Power: 132% Range: 1.6x 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% When this weapon hits: Curse of Defenselessness (20% chance level 2). On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +7.0% Physical power: +10 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +1 Str / +2 Mag / +3 Con Disarm immunity: +32% Infravision radius: +1 Massive two-handed swords. |
| Main armor | Oakpall the rough leather armour (3 def, 2 armour) =REGEN=Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 2 lightning Changes resistances: +6% nature Changes resistances penetration: +15% nature / +15% lightning Life regen: +2.40 Stamina each turn: +0.60 A suit of armour made of leather. |
| Cloak | linen cloak 'Tedemas' (7 def, 0 armour) =CUN / VISION=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Cun Changes damage: +3% acid Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% 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. |
| Around neck | copper amulet 'Stokebore'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Dex / +1 Con Changes resistances penetration: +10% fire Stamina each turn: +1.00 Amulets make your neck look great! |
Inventory
arcing iron greatmaul of vileness (121% power, 1 apr) =DUAL ON-HIT=Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 122% Range: 1.5x 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% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 16 * 25% chance for lightning to strike from the target to a second target dealing 45 damage Damage (Melee): +7 blight Massive two-handed mauls. |
Cyrumira the Phoenixwreath (103% power, 2 apr) =WILL=Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 acid / +4 fire / +6 nature When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% acid Sharp, long, and deadly. |
Blazeroar the elm starstaff (100% power, 2 apr, temporal element) =MANA REGEN=Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 8 Changes resistances: +3% lightning Changes resistances penetration: +10% mind Changes damage: +10% temporal Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +36.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Hurudan the rough leather belt =DEX=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +5% cold / +6% fire / +1% physical Physical save: +3 (+2 eff.) Blindness immunity: +20% Cut immunity: +10% A belt that goes around your waist. |
blurring rough leather belt =DEFENSE=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +7 A belt that goes around your waist. |
Armuran the linen cloak (7 def, 0 armour) =GLOBAL SLOW=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 33% Changes resistances: +6% nature Physical save: +6 (+3 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudmortal the linen cloak (1 def, 0 armour) =LIGHTNING RES=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +1 Str / +1 Con Changes resistances: +12% lightning Changes damage: +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnream the linen cloak (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 Wil Changes resistances: +3% lightning / +5% arcane Changes damage: +6% light Mental save: +7 (+7 eff.) Poison immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubuvena the Glowpython (1 def, 0 armour) =CUN / DEX=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% fire Changes resistances penetration: +20% light Changes damage: +3% light / +6% mind Mental save: +3 (+3 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of the mind (+11%) (0 def, 0 armour) =MENTAL SAVE=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind / +7% all Changes damage: +11% mind Mental save: +16 (+14 eff.) Mindpower: +2 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adeyatira the Cleansethorn (0 def, 1 armour) =LIGHTNING RES=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal / +12% nature Changes resistances penetration: +5% mind Changes damage: +3% mind Maximum psi: +10.00 A pair of boots made of leather. |
Xanilratha the pair of rough leather boots (0 def, 1 armour) =LIGHTNING RES=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Changes damage: +9% mind Physical save: +6 (+3 eff.) Blindness immunity: +10% Pinning immunity: +10% A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) =ENCUMBRANCE=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) =DEX=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +3 Dex 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. |
Arcwolf (0 def, 3 armour) =CUN / CON=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 Cun / +3 Con Changes resistances: +3% lightning / +3% fire Critical mult.: +5.00% Maximum hate: +10.00 Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Blazetyphoon the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 8% Changes resistances: +3% blight / +7% cold / +6% fire / +9% lightning Changes resistances penetration: +5% fire Allows you to breathe in: water Life regen: +4.00 A cap made of leather. |
Iceglean (0 def, 1 armour) =CUN/WILL/VISION/REGEN=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% darkness / +3% cold Blindness immunity: +10% Cut immunity: +10% Teleport immunity: +10% Life regen: +4.00 Mindpower: +4 (+4 eff.) Light radius: +3 A cap made of leather. |
iron helm of dexterity (+3) (0 def, 3 armour) =DEX=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: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour) =STR=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: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat (1 def, 0 armour) =MAGIC=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Psi each turn: +0.10 Mindpower: +3 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
miner's rough leather cap of the depths (0 def, 3 armour) =WATERBREATHING=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water Infravision radius: +1 A cap made of leather. |
iron mail armour of lightning resistance (2 def, 4 armour) =LIGHTNING RESIST=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% Changes resistances: +16% lightning A suit of armour made of mail. |
Elawyn the iron pickaxe (dig speed 36 turns) =STR=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Fatigue: -4% Changes stats: +3 Str Changes resistances: +3% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ragyregorak the Wretchspar (dig speed 37 turns) =RESISTS=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% lightning / +16% nature / +9% acid Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stormfurnace the iron pickaxe (dig speed 29 turns) =LIGHTNING RES=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% lightning / +3% mind Changes damage: +9% mind Mindpower: +10 (+8 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Getysta' (dig speed 38 turns) =TRIPLE ON-HIT=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 25% * 20% chance to slow global speed by 33% * 10% chance to reduce all saves and defense by 8 Changes stats: +1 Str Changes resistances: +3% lightning / +10% nature / +6% darkness Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Xaneda' =TRACK=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire Physical save: +3 (+2 eff.) Blindness immunity: +30% Confusion immunity: +12% Light radius: +7 See stealth: +6 See invisible: +5 Healing mod.: +20% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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 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. |
iron torque of mindblast 'Arolathachik' [power 105] (19/15 cooldown) =MAX LIFE / SILENCE / ACC=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Reduces incoming crit damage: 5.00% Knockback immunity: +10% Maximum life: +40.00 It can be used to blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 32. Torques are made by powerful psionics to store psionic powers. |
elm wand of clairvoyance [power 9] (19/15 cooldown) =CLAIR=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 50 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Nelenil the Higher Doombringer level 6
78th Pyre 122nd year of Ascendancy at 06:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nelenil the Higher Doombringer level 10
18th Dusk 122nd year of Ascendancy at 23:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nelenil the Higher Doombringer level 7
3rd Mirth 122nd year of Ascendancy at 18:40 see stats
Log
Melee retaliation hits Shadow for 0 lightning damage.
Burning from Nelenil hits Shadow for 1 fire damage.
Shadow hits Nelenil for 35 physical damage.
Elariada the brown bear stops burning.
Shadow casts Blindside.
Burning from Nelenil hits Ivemira the polar bear for 8 fire damage.
Melee retaliation hits Shadow for 1 lightning damage.
Shadow hits Nelenil for 35 physical damage.
Ivemira the polar bear is weakened by the darkness!
Nelenil hits Something for 0 light damage.
Nelenil hits Ivemira the polar bear for 32 physical, 0 arcane, 7 light, 3 fire (42 total damage).
Elariada the brown bear uses Creeping Darkness.
Nelenil's surge ends.
Talent Dig is ready to use.
Melee retaliation hits Shadow for 1 lightning damage.
Burning from Nelenil hits Shadow for 1 fire damage.
Shadow hits Nelenil for 20 physical damage.
Ivemira the polar bear uses Block.
Shadow casts Blindside.
Burning from Nelenil hits Ivemira the polar bear for 6 fire damage.
Melee retaliation hits Shadow for 1 lightning damage.
Shadow hits Nelenil for 38 physical damage.
Elariada the brown bear's creeping dark hits Nelenil for 6 darkness damage.
Elariada the brown bear uses Stun.
Nelenil shrugs off the effect 'Stunned'!
Elariada the brown bear strikes Nelenil in the darkness (+15% damage).
Melee retaliation hits Elariada the brown bear for 1 lightning, 1 lightning (2 total damage).
Elariada the brown bear hits Nelenil for 43 mind damage.
Nelenil the level 11 higher doombringer was mentally tortured to death by Elariada the brown bear on level 2 of Scintillating Caves.


















































































