












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Normal Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Reaver |
| Level / Exp | 23 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Aletta Soultorn at level 23 on the 69th Pyre 123rd year of Ascendancy at 09:32 / 1 |
Primary Stats
| Strength | 53 (base 44) |
| Dexterity | 22 (base 11) |
| Constitution | 32 (base 10) |
| Magic | 67 (base 53) |
| Willpower | 21 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -137/673 |
| Mana | 167/287 |
| Vim | 179/306 |
| Healing Factor | 1.3224420161895 |
| Regeneration | 2.9754945364264 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 55 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 55 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +27% |
| Nature | +6% |
| Acid | +16% |
| Blight | +6% |
| Arcane | +6% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +18% |
Defense: Base
| Armour (hardiness) | 44.723073231957 (96.438666929426%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 31 |
| Physical Save | 44 |
| Spell Save | 36 |
| Mental Save | 32 |
Defense: Resistances
| Acid | -1%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 41%( 70%) |
| All | 0%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 9%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
| Confusion Resistance | 23% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 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 |
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 failed to protect the injured seer from death by Eilinibeth. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by Eilinibeth. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by blade horror. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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 |
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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. * '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.' | 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 within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Cun / +2 Con Physical save: +10 (+4 eff.) Mental save: +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Ragakhad the Torchwill (11/11, 16-22 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +9.0% Capacity: 11 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +8 acid Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 acid / +8 fire Arrows are used with bows to pierce your foes to death. |
| Light source | scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Maximum life: +42.00 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 | Aroda (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +4 Mag / +4 Wil / +4 Con Changes resistances penetration: +10% acid Changes damage: +6% blight / +6% arcane / +9% acid Stamina each turn: +1.00 Spell crit. chance: +2% A cap made of leather. |
| On hands | Xuta (20 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Armour: +2 Defense: +20 (+7 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +1% physical Physical save: +12 (+4 eff.) 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 | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 0 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 0/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | WinterbloodInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 11% Changes resistances: +9% darkness / +15% cold Mental save: +7 (+3 eff.) Confusion immunity: +23% Light radius: +3 Rings make your fingers look great! |
| On fingers | steel lapis lazuli ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 38% Changes stats: +6 Mag / +5 Wil Changes resistances: +14% acid / +14% fire / +26% cold / +6% nature / +14% lightning Changes damage: +6% nature / +3% cold Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Silence immunity: +24% Mana each turn: +0.20 Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | BlazespireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 4 lightning Changes stats: +11 Lck Changes resistances: +6% light / +6% fire Changes damage: +27% lightning Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
| In main hand | elemental iron longsword of amnesia (12-17 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 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% On weapon hit: * Create an explosion dealing 78 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Changes resistances penetration: +8% acid Changes damage: +7% acid Sharp, long, and deadly. |
| Around waist | blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +6 Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | iron longsword 'Uruhek' (11-15 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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): +6 cold When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% light Only die when reaching: -80.00 life Healing mod.: +15% Sharp, long, and deadly. |
| Cloak | Beluvea the Fogcrypt (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Dex / +4 Wil / +3 Con Changes resistances: +9% darkness Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+4 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion (res 18%; physical; dur 2; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 29%; physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, mind, cold, nature, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 darkness, 3 mind, 5 cold, 5 nature, 5 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
mindweaver's copper amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +6 (+3 eff.) Confusion immunity: +12% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Mindpower: +5 (+3 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.serendipitous gold amulet of constitution (+8) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +8 Lck / +4 Con Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
mule's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +20 Rings make your fingers look great! |
mule's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +22 Rings make your fingers look great! |
savage's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+4 eff.) Stun/Freeze immunity: +29% Life regen: +2.00 Maximum stamina: +14.00 Rings make your fingers look great! |
steel opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +4 Con Spell save: +13 (+5 eff.) Maximum stamina: +17.00 Rings make your fingers look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 15 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel greatmaul of vileness (42-63 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 23 * Create an explosion dealing 78 acid damage (1/turn) Damage (Melee): +7 blight When wielded/worn: Changes resistances penetration: +17% acid Changes damage: +23% acid Massive two-handed mauls. |
CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 23 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+4 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
warbringer's iron longsword of amnesia (12-17 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 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% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
iron waraxe (12-16 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (12-17 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Daystone the linen cloak (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+6 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +2 Dex Changes resistances: +3% light Changes damage: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.grounding pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances: +8% lightning / +7% temporal It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 blight Changes stats: +3 Mag Changes resistances: +5% blight Changes damage: +4% arcane / +4% 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. |
psychic's iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 mind Changes stats: +2 Dex Changes resistances: +5% mind Changes damage: +4% mind 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. |
Ivarenne the Woetyphoon (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes stats: +1 Cun / +3 Wil Changes resistances penetration: +10% blight Physical save: +6 (+2 eff.) Maximum hate: +6.00 A pointy cloth hat, very wizardly... |
Sleetbender (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 nature Changes resistances: +18% cold Changes damage: +9% fire / +16% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.radiant hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +11% blight / +14% darkness Critical mult.: +12.00% Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
impenetrable iron plate armour of stability (0 def, 12 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Fatigue: +22% Changes resistances: +5% physical Physical save: +10 (+4 eff.) A suit of armour made of metal plates. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
49 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. |
4 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. |
5 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. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Aerina'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +3 Wil Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +5% mind 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. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
10 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. |
Lorodunamnir [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Changes resistances: +6% acid / +3% cold Maximum life: +20.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (147 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
8 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 (Roguelike)
Killed Ben Cruthdar the Cursed.By Eilinibeth the Higher Reaver level 12
25th Dusk 122nd year of Ascendancy at 02:35 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Eilinibeth the Higher Reaver level 22
66th Pyre 123rd year of Ascendancy at 02:25 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Eilinibeth the Higher Reaver level 19
24th Regrowth 123rd year of Ascendancy at 23:31 see stats
Level 10 (Roguelike)
Got a character to level 10.By Eilinibeth the Higher Reaver level 10
7th Flare 122nd year of Ascendancy at 16:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By Eilinibeth the Higher Reaver level 20
27th Regrowth 123rd year of Ascendancy at 12:49 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Eilinibeth the Higher Reaver level 18
63rd Haze 122nd year of Ascendancy at 22:40 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Eilinibeth the Higher Reaver level 8
9th Mirth 122nd year of Ascendancy at 02:36 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Eilinibeth the Higher Reaver level 13
41st Dusk 122nd year of Ascendancy at 17:03 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Eilinibeth the Higher Reaver level 21
71st Regrowth 123rd year of Ascendancy at 07:02 see stats
Log
Haunted from Aletta Soultorn hits Eilinibeth for 84 mind, 79 darkness (163 total damage).
Terrified from Aletta Soultorn hits Eilinibeth for 7 mind, 5 darkness (12 total damage).
Eilinibeth receives 14 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass bites blight poison into lesser vampire.
Lesser vampire is pinned to the ground.
Lesser vampire is poisoned with blight!
Carrion worm mass hits Lesser vampire for 9 physical, 11 blight (21 total damage).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 23.
The powerful blow energizes Eilinibeth reducing their cooldowns!
The powerful blow energizes Eilinibeth reducing their cooldowns!
Eilinibeth's regains its senses.
Blight Poison from Carrion worm mass hits Lesser vampire for 11 blight damage.
Haunted from Aletta Soultorn hits Eilinibeth for 84 mind, 79 darkness (163 total damage).
Terrified from Aletta Soultorn hits Eilinibeth for 7 mind, 5 darkness (12 total damage).
Eilinibeth attacks Carrion worm mass in a fit of paranoia.
Carrion worm mass becomes paranoid!
Eilinibeth hits Carrion worm mass for 37 physical, 21 physical, 6 cold (64 total damage).
Eilinibeth hits Lesser vampire for 96 acid damage.
Carrion worm mass attacks Lesser vampire in a fit of paranoia.
Lesser vampire becomes paranoid!
Carrion worm mass hits Lesser vampire for 7 physical damage.
The powerful blow energizes Eilinibeth reducing their cooldowns!
Eilinibeth seems more focused.
Talent Virulent Disease is ready to use.
Talent Catalepsy is ready to use.
Blight Poison from Carrion worm mass hits Lesser vampire for 11 blight damage.
Haunted from Aletta Soultorn hits Eilinibeth for 89 mind, 66 darkness (155 total damage).
Terrified from Aletta Soultorn hits Eilinibeth for 7 mind, 5 darkness (12 total damage).
Eilinibeth the level 23 higher reaver was darkened to death by Aletta Soultorn and offered to her dark Master on level 4 of Dreadfell.



































































































