










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 19 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 19 on the 29th Regrowth 123rd year of Ascendancy at 18:43 / 1 |
Primary Stats
| Strength | 58 (base 47) |
| Dexterity | 12 (base 12) |
| Constitution | 39 (base 37) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -249/610 |
| Mana | 17/208 |
| Stamina | 178/202 |
| Healing Factor | 1.2662543368031 |
| Regeneration | 138.60691384175 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +78.12723250059% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 13.843738619919 |
| See Invisible | 13.843738619919 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 56 |
| Crit Chance | 44% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +10% |
| Physical | +30% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 20 |
| Physical Save | 29 |
| Spell Save | 23 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Physical | + 8%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Confusion Resistance | 21% |
| Pinning Resistance | 35% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.41 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 20%. Berserker Rage |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target has 42 increased life regeneration. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 56.84 life per turn. Regeneration |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 24 Slowed by 27% Damage per turn 92 |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol 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 orc heart. * You've found the needed ice ant stinger. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
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 | pair of iron boots 'Drybar' (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: +3% temporal Blindness immunity: +10% Disease immunity: +20% Stamina each turn: +0.30 Maximum stamina: +10.00 Healing mod.: +5% 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. |
| Light source | Mardylantir the RootireCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+5 eff.) Damage when hit (Melee): 4 nature Changes stats: +2 Con Maximum stamina: +10.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lelineg (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 31% Changes stats: +4 Str Changes resistances: +6% cold / +6% nature / +3% mind It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 175.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Isilera the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +2 Str Changes damage: +21% physical Critical mult.: +5.00% Only die when reaching: -40.00 life Maximum life: +25.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
| On fingers | savior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +14 (+7 eff.) Confusion immunity: +21% Rings make your fingers look great! |
| Around waist | Cuthithad the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Changes resistances: +6% lightning / +7% temporal Changes damage: +3% physical Critical mult.: +10.00% Maximum stamina: +30.00 A belt that goes around your waist. |
| In main hand | Winterbrawn the stralite battleaxe (153% power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (Melee): +8 mind Damage (radius 2) on crit: +12 cold When wielded/worn: Changes resistances: +3% light Spell save: +12 (+6 eff.) Life regen: +4.00 Massive two-handed battleaxes. |
| On hands | voratun gauntlets 'Galerupture' (15 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +15 (+8 eff.) Fatigue: +5% Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances: +6% darkness Changes resistances penetration: +5% lightning Life regen: +3.20 Stamina each turn: +0.80 Psi each turn: +0.28 Only die when reaching: -40.00 life When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | reinforced leather armour 'Glorovea' (12 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +16% lightning / +5% arcane Mental save: +6 (+3 eff.) Disease immunity: +20% Cut immunity: +20% Silence immunity: +10% A suit of armour made of leather. |
| Cloak | Poloreriavena (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes resistances: +9% acid / +1% physical Changes damage: +6% physical Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of mastery (0.11 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.11 Technique / Combat techniques Stun/Freeze immunity: +20% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion of the wizard (heal 246; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. 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. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Prismatic Rune (6 turns; acid, temporal, fire, mind, physical)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: 4 acid, 5 temporal, 4 fire, 3 mind, 4 physical 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
This item will automatically be transmogrified when you leave the level.yew magestaff of breaching (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Thunderwaker (129% power, 5 apr, lightning element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+3 eff.) Changes resistances: +12% darkness Changes resistances penetration: +5% lightning Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+11 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.stralite greatmaul 'Treesting' (162% power, 9 apr) Requires: - Strength 35 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 31% Damage against: +13% Unnatural When wielded/worn: Armour penetration: +3 Changes stats: +8 Wil Maximum psi: +30.00 Massive two-handed mauls. |
Cyrussra (135% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 135% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Physical power: +22 (+6 eff.) Changes stats: +1 Dex / +3 Con Changes resistances penetration: +14% physical Disarm immunity: +20% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Lisonn the Ichornight (174% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +4 nature When wielded/worn: Changes resistances: +15% nature / +6% blight Changes damage: +12% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword (123% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Durirehir the Winterpassion (140% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Changes stats: +4 Str / +3 Dex / +2 Wil Infravision radius: +1 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Aradhenne the stralite mace (158% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Changes stats: +2 Con Changes resistances: +2% physical Changes damage: +12% physical Only die when reaching: -60.00 life Maximum stamina: +20.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. 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 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steady ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. 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 Damage (Ranged): +14 cold When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +3.0% Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.quiver of elven-wood arrows 'Flashbreak' (19/19, 155% power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 Damage (Ranged): +12 acid / +11 nature / +4 light Damage (radius 1) on hit: +20 light / +12 mind Damage (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.Thunderwill (0 def, 8 armour, 160% power, 142 block) Requires: - Shield usage training - Strength 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 9% chance to reduce all saves and defense by 6 Effects when hit in melee: * 10% chance to reduce all saves and defense by 6 Changes stats: +5 Con Changes resistances: +15% lightning Talent granted: +1 Block Light radius: +3 See invisible: +9 Handheld deflection devices. |
Plaguejam (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 nature Changes resistances: +16% cold Changes damage: +12% physical Stamina each turn: +1.00 Only die when reaching: -20.00 life A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Grinolentir Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +6% temporal / +6% mind / +3% light Damage against: +27% Summoned Reduced damage from: +24% Summoned Poison immunity: +10% Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Xuda the Thunderrip (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Changes resistances: +12% lightning Changes resistances penetration: +15% lightning / +20% light Changes damage: +6% lightning / +6% light / +6% mind Mental save: +14 (+7 eff.) Maximum life: +64.00 When used to modify unarmed attacks: Power: 136% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.insulating linen wizard hat of fire (+22%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% cold / +22% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Snowripper' (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Damage when hit (Melee): 4 cold Changes stats: +5 Con Changes resistances: +3% temporal Reduces incoming crit damage: 10.00% Silence immunity: +20% Confusion immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 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. |
9 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. |
8 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
112 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. |
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.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
This item will automatically be transmogrified when you leave the level.Blazestoker the stralite torque of mindblast [power 270] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +9% blight / +9% fire / +9% light / +3% cold Changes resistances penetration: +5% light / +15% nature It can be used to blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Oreil the Cornac Berserker level 14
77th Haze 122nd year of Ascendancy at 03:17 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Oreil the Cornac Berserker level 10
7th Haze 122nd year of Ascendancy at 09:01 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Oreil the Cornac Berserker level 18
15th Regrowth 123rd year of Ascendancy at 08:00 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Oreil the Cornac Berserker level 17
3rd Regrowth 123rd year of Ascendancy at 13:17 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Oreil the Cornac Berserker level 10
7th Haze 122nd year of Ascendancy at 09:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Oreil the Cornac Berserker level 7
1st Mirth 122nd year of Ascendancy at 03:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Oreil the Cornac Berserker level 16
4th Allure 123rd year of Ascendancy at 20:50 see stats
Log
Oreil feels pain again.
Talent Stunning Blow is ready to use.
Oreil no longer revels in blood quite so much.
Talent Death Dance is ready to use.
Talent Infusion: Wild is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Talent Rush is ready to use.
You notice a trap (poison vine)!
Borius, Avatar of Bearness uses Shattering Shout.
Ran for 2 turns (stop reason: taken damage).
Oreil is recovering from the damage!
Borius, Avatar of Bearness hits Oreil for 430 physical damage.
Berserker Rage's rage awakens!
Oreil uses Infusion: Regeneration.
Oreil starts regenerating health quickly.
Oreil rushes out!
Borius, Avatar of Bearness has temporarily forgotten Double Strike for 2 turns!
Oreil hits Borius, Avatar of Bearness for (23 flat reduction), 105 physical, (4 flat reduction), 0 mind (105 total damage).
Borius, Avatar of Bearness uses Clinch.
Borius, Avatar of Bearness performs a melee critical strike against Oreil!
Oreil is grappled!
Borius, Avatar of Bearness is engaged in a grapple!
Borius, Avatar of Bearness hits Oreil for 210 physical, 7 acid, 6 acid (223 total damage).
Melee retaliation hits Borius, Avatar of Bearness for (4 flat reduction), 0 nature, (4 flat reduction), 0 physical (0 total damage).
Grappled from Borius, Avatar of Bearness hits Oreil for 84 physical damage.
Borius, Avatar of Bearness throws a finishing uppercut.
Borius, Avatar of Bearness performs a melee critical strike against Oreil!























































































