











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Sun Paladin |
| Level / Exp | 20 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Stphau the quasit at level 20 on the 56th Dusk 122nd year of Ascendancy at 06:09 / 1 |
Primary Stats
| Strength | 45 (base 44) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 67 (base 45) |
| Willpower | 20 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -211/507 |
| Positive | 15/107 |
| Stamina | 164/219 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 6.061530040936 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 38 |
| Crit Chance | 19% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +11% |
| Arcane | +6% |
| All | 0% |
| Lightning | +7% |
| Light | +11% |
| Temporal | +7% |
| Fire | +11% |
| Darkness | +3% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +8% |
Defense: Base
| Armour (hardiness) | 33.551211628464 (73.607947236566%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 36 |
| Physical Save | 31 |
| Spell Save | 25 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 140.61 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 93 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 339 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Yvasekira' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +3 Cun / +3 Con Changes resistances penetration: +5% acid Changes damage: +9% acid Physical save: +12 (+6 eff.) Mental save: +13 (+5 eff.) Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +17.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ElenidunadinInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +1% physical Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +43.00 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. |
| On head | Elenodar (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +6% nature / +16% fire Changes damage: +11% fire Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life 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... |
| On hands | Harahell the dwarven-steel gauntlets (15 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +2 Defense: +15 (+8 eff.) Fatigue: +3% Damage (Melee): 7 temporal Damage (Ranged): 10 temporal Changes stats: +2 Cun / +3 Mag Changes resistances: +9% darkness / +7% temporal Changes damage: +6% arcane / +4% temporal Maximum stamina: +10.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 arcane / +9 darkness Damage (radius 2) on crit: +7 arcane It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged ash wand of lightning storm [power 260] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Zineg'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 16 light Changes stats: +6 Mag / +1 Wil / +4 Cun Changes damage: +11% light Critical mult.: +5.00% Mental save: +9 (+4 eff.) Silence immunity: +22% Mana each turn: +0.16 Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | Polodhelaith the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 8 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 20 Damage (Ranged): 7 physical Changes stats: +2 Cun Changes resistances: +11% blight / +3% temporal Changes damage: +11% blight Mental save: +6 (+3 eff.) Confusion immunity: +25% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +15 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | copper amulet 'Brenyredil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Dex / +2 Con Physical save: +6 (+3 eff.) Stamina each turn: +1.00 Maximum stamina: +10.00 Amulets make your neck look great! |
| In main hand | elemental iron waraxe of massacre (18-24 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +8% lightning Changes damage: +7% lightning One-handed war axes. |
| Around waist | SilawenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Str / +2 Wil Maximum life: +32.00 Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | acidic dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 32-38 power, 79.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * 15% chance to reduce armor by 33% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 5 acid Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Zerogund the Duathelbait (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex Changes resistances: +6% nature / +3% light / +6% mind Changes damage: +3% darkness Only die when reaching: -20.00 life Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Runagen' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +5 Wil Changes resistances: +6% blight / +16% fire Changes damage: +3% temporal Mental save: +11 (+4 eff.) Maximum life: +30.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.gold amulet 'Gloomrock' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +5 Str Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +10% arcane Changes damage: +18% cold Amulets make your neck look great! |
copper ring 'Betera'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag Changes resistances: +5% arcane / +1% physical Critical mult.: +20.00% Spell save: +6 (+3 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
copper ring 'Jetstreak'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% light / +20% cold Changes damage: +6% darkness / +13% cold Rings make your fingers look great! |
TularabCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +12% blight Changes resistances penetration: +5% mind Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Hellshunger (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% fire Changes damage: +3% mind Equilibrium when hit: +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belabers the Ravenfoe (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 darkness Changes stats: +2 Dex / +1 Cun / +3 Con Physical save: +11 (+5 eff.) Mental save: +11 (+4 eff.) Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorewyn the Prismhacker (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% Damage when hit (Melee): 4 light Changes resistances: +5% fire / +3% darkness / +6% cold Changes damage: +6% light Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Getha' (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% Changes resistances penetration: +5% blight Critical mult.: +5.00% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Maximum mana: +20.00 Spellpower: +15 (+5 eff.) Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mirearc (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +15% nature Changes damage: +13% nature When used to modify unarmed attacks: Base power: 7.0 - 7.7 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: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +4% fire When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Mardofang the Glimmerclamor (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce armor by 33% Changes resistances: +3% light / +18% acid Changes resistances penetration: +5% light A suit of armour made of mail. |
Undeathmight the steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 2 nature Changes resistances: +23% acid / +7% cold / +9% nature / +17% lightning Changes resistances penetration: +10% nature Allows you to breathe in: water A suit of armour made of metal plates. |
radiant steel plate armour of fire resistance (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +1 Wil Changes resistances: +12% blight / +16% fire / +11% darkness Light radius: +1 A suit of armour made of metal plates. |
iron shield 'Hellslice' (0 def, 2 armour, 10-12 power, 20.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +15% cold Changes damage: +12% mind Talent granted: +1 Block Handheld deflection devices. |
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. |
94 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. |
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 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
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. |
7 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. |
4 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 Myrenthrae the Doomelf Sun Paladin level 12
13rd Dusk 122nd year of Ascendancy at 01:35 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Myrenthrae the Doomelf Sun Paladin level 5
75th Pyre 122nd year of Ascendancy at 22:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Myrenthrae the Doomelf Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 02:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Myrenthrae the Doomelf Sun Paladin level 20
55th Dusk 122nd year of Ascendancy at 07:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Myrenthrae the Doomelf Sun Paladin level 9
79th Pyre 122nd year of Ascendancy at 19:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Myrenthrae the Doomelf Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 18:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Myrenthrae the Doomelf Sun Paladin level 17
38th Dusk 122nd year of Ascendancy at 18:29 see stats
Log
Myrenthrae higher mental functions have been imparied.
Your shield crumbles under the damage!
The shield around Myrenthrae crumbles.
Myrenthrae shrugs off the effect 'Stunned'!
Melee retaliation hits Stphau the quasit for (3 to psi shield), 4 acid, (2 to psi shield), 3 physical, (6 to psi shield), 9 light, (3 to psi shield), 4 acid, (2 to psi shield), 3 physical, (6 to psi shield), 9 light (33 total damage).
Shield of Light hits Myrenthrae for 12 healing, 12 healing, 12 healing (0 total damage) [36 healing].
Stphau the quasit hits Myrenthrae for (80 blocked), (2 absorbed), 0 physical, (7 blocked), 0 arcane, (7 blocked), 0 physical, (7 absorbed), 0 mind, (7 blocked), 0 arcane, (80 absorbed), 24 mind, (5 blocked), 0 physical, (24 blocked), 0 physical, (80 blocked), 18 physical, (7 blocked), 0 physical, 3 mind, (7 blocked), 0 arcane, (24 blocked), 0 physical (45 total damage).
Myrenthrae casts Barrier.
A shield forms around Myrenthrae.
Melee retaliation hits Stphau the quasit for (3 to psi shield), 4 acid, (2 to psi shield), 3 physical, (6 to psi shield), 9 light (17 total damage).
Stphau the quasit's Beyond the Flesh hits Myrenthrae for (52 absorbed), 0 physical, (7 absorbed), 0 physical, (7 absorbed), 0 mind, (7 absorbed), 0 arcane, (24 absorbed), 0 physical (0 total damage).
Stphau the quasit uses Block.
Myrenthrae uses Assault.
Myrenthrae misses Stphau the quasit.
Myrenthrae performs a melee critical strike against Stphau the quasit!
Myrenthrae hits Stphau the quasit for (5 to psi shield), (7 blocked), 0 temporal, (20 to psi shield), (30 blocked), 0 light, (4 to psi shield), (6 blocked), 0 acid, (4 to psi shield), (6 blocked), 0 physical, (2 to psi shield), (4 blocked), 0 temporal, (12 to psi shield), (17 blocked), 0 light, (2 to psi shield), (3 blocked), 0 acid, (2 to psi shield), (3 blocked), 0 physical, (75 blocked), 0 lightning (0 total damage).
Shield of Light hits Stphau the quasit for (5 to psi shield), (7 blocked), 0 temporal, (20 to psi shield), (30 blocked), 0 light, (4 to psi shield), (6 blocked), 0 acid, (4 to psi shield), (6 blocked), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Myrenthrae crumbles.
Melee retaliation hits Stphau the quasit for (3 to psi shield), (4 blocked), 0 acid, (2 to psi shield), (3 blocked), 0 physical, (6 to psi shield), (9 blocked), 0 light (0 total damage).
Shield of Light hits Myrenthrae for 12 healing, 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [59 healing].
Stphau the quasit's Beyond the Flesh hits Myrenthrae for (61 absorbed), 114 physical, 7 physical, 3 mind, 7 arcane, 24 physical (157 total damage).
Stphau the quasit uses Shield Pummel.
Myrenthrae is stunned!
Melee retaliation hits Stphau the quasit for (3 to psi shield), 4 acid, (2 to psi shield), 3 physical, (6 to psi shield), 9 light, (3 to psi shield), 4 acid, (2 to psi shield), 3 physical, (6 to psi shield), 9 light (33 total damage).
Stphau the quasit hits Myrenthrae for 33 physical, 16 physical, 7 mind, 15 arcane, 51 physical, 49 physical, 16 physical, 7 mind, 15 arcane, 51 physical (261 total damage).
Shield of Light hits Myrenthrae for 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [118 healing].
Myrenthrae the level 20 doomelf sun paladin was crushed to death by Stphau the quasit on level 3 of Anteroom of Agony.

















































































