











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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:
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:
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 | Female |
| Race | Thalore |
| Class | Rogue |
| Level / Exp | 23 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Layisetira the sandworm at level 23 on the 68th Dusk 122nd year of Ascendancy at 10:12 / 1 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 52 (base 47) |
| Constitution | 21 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 65 (base 53) |
Resources
| Life | -186/582 |
| Stamina | 51/148 |
| Healing Factor | 1.2363874345549 |
| Regeneration | 12.672971204188 |
Speed
| Mental | -15% |
| Attack | -25% |
| Movement | -50% |
| Spell | -25% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.953054360378 |
| See Invisible | 47.953054360378 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 48 |
| Crit Chance | 40% |
| APR | 20 |
| Speed | 1.18 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 48 |
| Crit Chance | 39% |
| APR | 20 |
| Speed | 1.18 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 17% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 17% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Blight | +3% |
| Physical | +5% |
| Cold | +5% |
| All | 0% |
| Darkness | +5% |
| Light | +9% |
| Temporal | +12% |
| Mind | +3% |
| Lightning | +14% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 23 (38.536585365854%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 10.669446550417 |
| Physical Save | 32 |
| Spell Save | 14 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 14%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 4%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Confusion Resistance | 20% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 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 320 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 123 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Trained Reactions |
| detrimental effect | The target is confused, acting randomly (chance 43%) and unable to perform complex actions. Confused |
| 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 |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 45%. Exhaustion |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Has 1 throwing knives prepared: 1 KnivesRange: 7 Net Damage: 99 - 138 Accuracy: 63 (knife) APR: 22 Crit Chance: +52% Crit mult: 186% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Festercrypt' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +2 Cun / +2 Con Changes resistances: +3% temporal Physical save: +13 (+6 eff.) Mental save: +12 (+6 eff.) Teleport immunity: +20% Life regen: +4.00 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 'Chamerain' =equip=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire / +3% light / +1% physical Changes damage: +3% mind Reduces incoming crit damage: 15.00% Maximum life: +40.00 Light radius: +3 Healing mod.: +15% 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 | Bokedradoran the iron helm (0 def, 9 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% mind Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Life regen: +4.00 Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Dawnnigh' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 cold Changes resistances: +6% acid / +7% cold / +12% light / +9% nature Changes damage: +5% cold Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Sootsorrow (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +8 Str / +2 Dex / +3 Mag / +5 Wil Changes resistances: +9% darkness Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | CrackleprideInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Changes resistances: +22% lightning / +7% nature / +7% blight Changes damage: +14% lightning Mental save: +6 (+3 eff.) Poison immunity: +10% Disease immunity: +16% Confusion immunity: +20% Stamina each turn: +1.00 Rings can have magical properties. |
| On fingers | steel ring 'Glowwrest' =equip=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +3 Cun Changes resistances: +6% light / +12% temporal Changes damage: +12% temporal Stun/Freeze immunity: +21% Life regen: +2.00 Spellpower: +6 (+3 eff.) See invisible: +6 Rings can have magical properties. |
| Around neck | copper amulet 'Morningire'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +16 (+6 eff.) Changes stats: +4 Con Changes resistances: +6% light Changes damage: +5% physical Only die when reaching: -20.00 life Combat speed: +10% Amulets can have magical properties. |
| In main hand | Umbral Razor (129% power, 10 apr) =equip=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 42.88 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | BethovenaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+2 eff.) Changes resistances: +11% acid / +2% physical / +6% temporal / +6% fire / +6% cold / +7% lightning Critical mult.: +7.00% Physical save: +8 (+4 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | Lisitta the Radianceknave (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +4 Con Changes damage: +9% light Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Neribeth' (11 def, 9 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 penetration: +7 Physical crit. chance: +5.0% Armour: +9 Defense: +11 (+4 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +12% fire / +12% physical Changes damage: +3% blight Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +22.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 56 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
copper amulet of magic (+3) =+m=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
marksman's copper ring of luminosity =+m=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage (Melee): 11 light Damage (Ranged): 11 light Changes stats: +2 Dex / +2 Mag Changes damage: +11% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Byyon (103% power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 103% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 50% When wielded/worn: Armour: +8 Changes stats: +6 Str / +5 Dex / +3 Mag / +7 Wil / +6 Cun / +6 Con Changes resistances: +6% light Critical mult.: +10.00% Only die when reaching: -40.00 life Sharp, short and deadly. |
Isugatha (107% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 34 fire damage (1/turn) On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +8% fire Changes damage: +5% fire Disarm immunity: +10% Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Sharp, short and deadly. |
Jetkiss (127% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 127% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% darkness Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger (119% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +8 (+3 eff.) Disarm immunity: +27% Sharp, short and deadly. |
iron dagger 'Flaretrail' (100% power, 5 apr) =+m=Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Str / +6 Dex / +2 Mag / +1 Con Changes resistances: +6% fire Changes damage: +6% physical Sharp, short and deadly. |
Hathanik (135% power, 2 apr) =+m=Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +16 lightning / +21 cold When wielded/worn: Changes stats: +7 Str / +7 Dex / +9 Mag / +6 Wil / +7 Cun / +8 Con Changes resistances penetration: +13% lightning / +12% cold Changes damage: +9% mind Movement speed: +33% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel mace of paradox (134% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Damage (Melee): +5 temporal When wielded/worn: Changes resistances: +7% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Eremarach the Mucknail (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% fire Changes damage: +12% nature Talent granted: +1 Attune Mindstar Teleport immunity: +20% Life regen: +4.80 Maximum life: +18.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+6 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 8 power out of 20/20) : Effective talent level: 2.0 Power cost: 8 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty GirdleCrafted 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. |
Poretira the NightquellerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +3% darkness Changes resistances penetration: +15% darkness / +10% light Changes damage: +3% light / +6% fire Stealth bonus: +5 A belt that goes around your waist. |
XeruwenCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Cun / +2 Mag Changes resistances: +3% darkness Spell save: +5 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vorodathra the cashmere robe (0 def, 0 armour) =+m=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +5 Mag / +4 Wil Changes resistances: +21% lightning / +3% temporal / +12% fire / +10% mind / +11% all Changes damage: +12% lightning / +10% mind Mana each turn: +0.13 Psi each turn: +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Lelizilalin' (0 def, 3 armour) =+m=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Wil / +5 Mag Changes damage: +6% arcane Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +2 Wil Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +22% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frigidfame (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical power: +7 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 blight Damage when hit (Melee): 2 arcane Changes stats: +4 Str / +2 Dex / +4 Cun Changes resistances: +6% blight / +6% cold Changes damage: +3% blight / +3% cold / +6% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Magmastreak the hardened leather gloves (0 def, 2 armour) =+m=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Changes stats: +7 Dex / +7 Mag Changes resistances penetration: +20% fire Changes damage: +12% fire 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. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+4 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets 'Jetfury' (0 def, 2 armour) =+m=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Damage when hit (Melee): 2 darkness Changes stats: +3 Mag Changes resistances: +9% darkness / +6% blight Changes damage: +6% arcane / +12% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) =+m=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +8% darkness Changes damage: +3% darkness / +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Armedar (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Wil Physical save: +6 (+3 eff.) Maximum life: +40.00 Infravision radius: +2 Healing mod.: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Flashpunish (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +9 Cun / +4 Con Changes resistances: +21% lightning Changes resistances penetration: +20% lightning Changes damage: +14% lightning Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
shielding linen wizard hat of balance (1 def, 0 armour) =+m=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +7 (+6 eff.) Equilibrium when hit: +0.70 Psi when hit: +0.70 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing cured leather armour of Toknor (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +11% nature / +12% blight Critical mult.: +12.00% A suit of armour made of leather. |
cured leather armour 'Elenetir' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +19% fire Changes resistances penetration: +5% acid / +5% temporal Changes damage: +3% acid Confusion immunity: +20% Stun/Freeze immunity: +20% A suit of armour made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
85 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Umbrabender' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +1 Str Changes resistances: +10% nature / +2% physical Changes damage: +5% nature / +3% darkness Physical save: +12 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
Chalidodig the brass lantern =+m=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag / +1 Wil Changes resistances: +6% mind Physical save: +6 (+3 eff.) Spell save: +3 (+3 eff.) Mental save: +12 (+6 eff.) Light radius: +3 Healing mod.: +13% 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
This item will automatically be transmogrified when you leave the level.Windpower [power 29] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +25% nature Changes damage: +6% mind Critical mult.: +20.00% Equilibrium when hit: +0.08 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Activation puts all charms on cooldown for 18 turns. When used: * Reduce 2 talent cooldowns by 2. 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. |
4 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Danerwen the Thalore Rogue level 17
25th Dusk 122nd year of Ascendancy at 00:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Danerwen the Thalore Rogue level 10
3rd Mirth 122nd year of Ascendancy at 23:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Danerwen the Thalore Rogue level 20
42nd Dusk 122nd year of Ascendancy at 02:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Danerwen the Thalore Rogue level 11
5th Mirth 122nd year of Ascendancy at 15:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Danerwen the Thalore Rogue level 22
67th Dusk 122nd year of Ascendancy at 18:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Danerwen the Thalore Rogue level 16
14th Dusk 122nd year of Ascendancy at 23:15 see stats
Log
Danerwen reacts to an attack from Layisetira the sandworm, mitigating the blow!.
Danerwen is not dazed anymore.
Your shield crumbles under the damage!
The shield around Danerwen crumbles.
Danerwen is crippled.
Danerwen reacts to an attack from Layisetira the sandworm, mitigating the blow!.
Layisetira the sandworm hits Danerwen for (24 reacted , -5 stam), (18 absorbed), 58 physical, (28 reacted , -5 stam), 72 physical (131 total damage).
Melee retaliation hits Layisetira the sandworm for 2 fire, 2 fire (6 total damage).
Danerwen uses Tumble.
Danerwen picks up (i.): arcing dwarven-steel mace of paradox (134% power, 4 apr).
Danerwen is not disabled anymore.
Talent Dig is ready to use.
Danerwen stops regenerating health quickly.
Talent Infusion: Movement is ready to use.
Danerwen reacts to an attack from Layisetira the sandworm, mitigating the blow!.
Greater Weapon Focus from Layisetira the sandworm performs a melee critical strike against Danerwen!
Danerwen reacts to an attack from Layisetira the sandworm, mitigating the blow!.
Layisetira the sandworm hits Danerwen for (27 reacted , -5 stam), 71 physical, (34 reacted , -5 stam), 87 physical (159 total damage).
Greater Weapon Focus from Layisetira the sandworm hits Danerwen for 117 physical, 123 physical (241 total damage).
Melee retaliation hits Layisetira the sandworm for 3 fire, 3 fire, 3 fire, 3 fire (14 total damage).
Danerwen the level 23 thalore rogue was pierced to death by Layisetira the sandworm on level 4 of Sandworm lair.
Danerwen deactivates Leeching Poison.
Danerwen deactivates Quickdraw.
Danerwen deactivates Trained Reactions.
Danerwen seems more focused.
Danerwen is not crippled anymore.
Danerwen is not stunned anymore.
Danerwen deactivates Apply Poison.
Danerwen deactivates Volatile Poison.









































































































