











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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 31 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 17 on the 4th Flare 123rd year of Ascendancy at 20:12 / 2Killed by elven corruptor at level 31 on the 73rd Haze 123rd year of Ascendancy at 15:46 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 32 (base 15) |
| Constitution | 72 (base 60) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -280/1220 |
| Stamina | 47/255 |
| Healing Factor | 1.5062906294957 |
| Regeneration | 27.333379414887 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 24.108545491274 |
| See Invisible | 36.108545491274 |
Offense: Mainhand
| Damage | 169 |
| Accuracy | 52 |
| Crit Chance | 39% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Nature | +3% |
| Mind | +3% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 46.316198907482 (100%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 22 |
| Physical Save | 48 |
| Spell Save | 34 |
| Mental Save | 35 |
Defense: Resistances
| Mind | + 22%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 27%( 70%) |
| Darkness | + 29%( 70%) |
| Cold | + 25%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 60%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 29% |
| Bleed Resistance | 20% |
| Pinning Resistance | 27% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 102 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 126 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. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.52 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice wyrm tooth. * You've found the needed snow giant kidney. 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 vial of elder vampire blood. * You've found the needed vial of greater demon bile. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 skeleton mage skull. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within8 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 of evasion (6 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +13 (+4 eff.) Mental save: +12 (+5 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +43.00 Light radius: +3 Healing mod.: +12% 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 | hardened leather cap 'Gliwen' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +8 Str / +5 Dex Changes resistances: +15% darkness Physical save: +15 (+5 eff.) Maximum stamina: +20.00 Infravision radius: +4 A cap made of leather. |
| Tool | Urigund the ash wand of shielding [power 206] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Str / +3 Wil Critical mult.: +15.00% It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Frozenmistress the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Dex / +3 Wil / +3 Con Changes resistances penetration: +15% arcane Changes damage: +12% cold Disarm immunity: +25% Pinning immunity: +27% Knockback immunity: +26% Maximum life: +28.00 Infravision radius: +3 See invisible: +12 Rings make your fingers look great! |
| On fingers | DawnshaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +12% lightning / +3% fire / +6% mind Changes damage: +6% light Spell save: +12 (+6 eff.) Stun/Freeze immunity: +29% Life regen: +3.00 Rings make your fingers look great! |
| Around waist | Undeathoozer the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +26% fire / +12% light / +10% cold Changes damage: +3% nature Reduces incoming crit damage: 10.00% Spell save: +6 (+3 eff.) Life regen: +4.00 Maximum life: +80.00 A belt that goes around your waist. |
| In main hand | flaming stralite greatmaul of evisceration (56-85 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +16 (+4 eff.) Massive two-handed mauls. |
| On hands | Nerimira (5 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +5 (+3 eff.) Changes stats: +3 Str / +1 Dex / +1 Con Changes resistances: +2% physical Mental save: +7 (+3 eff.) Stamina each turn: +3.00 Maximum life: +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening stralite plate armour of fire resistance (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +6 Cun / +5 Wil Changes resistances: +23% fire Mental save: +13 (+6 eff.) A suit of armour made of metal plates. |
| Cloak | linen cloak 'Layuldatha' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +9% lightning / +1% physical Changes damage: +3% mind Cut immunity: +20% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of mastery (0.22 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Talent mastery: +0.22 Technique / Combat training Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Inventory
Rune of the Rift (262.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 262.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
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. |
quick stralite battleaxe of enduring (44-67 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 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% When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +3 Dex / +16 Wil / +12 Con Maximum life: +42.00 Combat speed: +10% Massive two-handed battleaxes. |
Beludheda the dwarven-steel dagger (23-30 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Changes stats: +4 Str / +6 Dex / +5 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances penetration: +5% acid Critical mult.: +15.00% Stamina each turn: +3.00 Sharp, short and deadly. |
Layywyn the Duskglean (52-78 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +15 (+8 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +4 Con Changes resistances: +6% lightning Only die when reaching: -20.00 life Massive two-handed mauls. |
warbringer's steel greatmaul of enduring (30-45 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +11 Con / +7 Wil Changes resistances penetration: +9% physical Disarm immunity: +20% Maximum life: +17.00 Massive two-handed mauls. |
noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +8 Cun / +6 Lck Damage against: +19% Summoned Reduced damage from: +18% Summoned Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +3 A belt that goes around your waist. |
thick kruk cloak of Iron Throne (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str / +1 Con Changes resistances: +11% cold A stylish kruk-style cloak, to look awesome. |
Nimbusnail (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 lightning / 2 cold Changes stats: +3 Cun / +3 Wil Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +6% lightning / +6% temporal Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Ashhunter' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -8% Damage when hit (Melee): 10 fire Changes stats: +2 Mag Changes resistances penetration: +10% cold Changes damage: +15% blight Maximum encumbrance: +31 Physical save: +11 (+4 eff.) Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Frostprophet the hardened leather cap (10 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +7 Con Changes resistances: +13% cold Changes damage: +18% cold Allows you to breathe in: water Physical save: +6 (+2 eff.) A cap made of leather. |
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. |
413 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. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
iron pickaxe 'Scumtorrent' (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Damage when hit (Melee): 4 nature Changes stats: +2 Str / +2 Wil Changes damage: +6% mind Equilibrium when hit: +0.12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
7 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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all 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.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 6 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. |
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. |
6 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 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 289/400. 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. |
8 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 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. |
13 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. |
11 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Vodka "Nemiroff" the Cornac Berserker level 28
16th Haze 123rd year of Ascendancy at 12:32 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vodka "Nemiroff" the Cornac Berserker level 12
14th Haze 122nd year of Ascendancy at 05:34 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Vodka "Nemiroff" the Cornac Berserker level 28
29th Haze 123rd year of Ascendancy at 04:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Vodka "Nemiroff" the Cornac Berserker level 20
40th Dusk 123rd year of Ascendancy at 02:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Vodka "Nemiroff" the Cornac Berserker level 10
6th Haze 122nd year of Ascendancy at 03:55 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Vodka "Nemiroff" the Cornac Berserker level 20
38th Dusk 123rd year of Ascendancy at 21:45 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Vodka "Nemiroff" the Cornac Berserker level 30
67th Haze 123rd year of Ascendancy at 18:37 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Vodka "Nemiroff" the Cornac Berserker level 18
15th Dusk 123rd year of Ascendancy at 17:13 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Vodka "Nemiroff" the Cornac Berserker level 18
5th Flare 123rd year of Ascendancy at 08:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Vodka "Nemiroff" the Cornac Berserker level 6
77th Dusk 122nd year of Ascendancy at 02:27 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Vodka "Nemiroff" the Cornac Berserker level 6
8th Dusk 122nd year of Ascendancy at 01:18 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Vodka "Nemiroff" the Cornac Berserker level 27
6th Haze 123rd year of Ascendancy at 06:49 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vodka "Nemiroff" the Cornac Berserker level 29
30th Haze 123rd year of Ascendancy at 06:11 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vodka "Nemiroff" the Cornac Berserker level 22
45th Dusk 123rd year of Ascendancy at 02:46 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Vodka "Nemiroff" the Cornac Berserker level 17
4th Flare 123rd year of Ascendancy at 20:12 see stats
Log
Vodka "Nemiroff"'s blood frenzy intensifies!
Elven corruptor is dazed!
Vodka "Nemiroff" hits Elven corruptor for 400 physical, 12 fire (412 total damage).
Elven corruptor casts Blood Grasp.
Elven corruptor is not dazed anymore.
Elven corruptor casts Soul Rot.
Deep Wound from Vodka "Nemiroff" hits Elven corruptor for 88 physical damage.
Elven corruptor's Blood Grasp hits Vodka "Nemiroff" for 62 blight damage.
Elven corruptor receives 7 healing from Elven corruptor's Blood Grasp.
Vodka "Nemiroff" uses Fearless Cleave.
Vodka "Nemiroff" performs a melee critical strike against Elven corruptor!
Vodka "Nemiroff"'s blood frenzy intensifies!
Elven corruptor is dazed!
Vodka "Nemiroff" hits Elven corruptor for (525 to bones), 0 physical, 12 fire (12 total damage).
Elven corruptor misses Vodka "Nemiroff".
Vodka "Nemiroff" uses Fearless Cleave.
Vodka "Nemiroff" performs a melee critical strike against Elven corruptor!
Elven corruptor is not dazed anymore.
Vodka "Nemiroff" hits Elven corruptor for 401 physical damage.
Vodka "Nemiroff" killed Elven corruptor!
Vodka "Nemiroff" aims less carefully.
Talent Death Dance is ready to use.
Elven corruptor casts Bone Spear.
Elven corruptor hits Vodka "Nemiroff" for 149 physical damage.
Vodka "Nemiroff" the level 31 cornac berserker was crushed to death by an elven corruptor on level 1 of Mark of the Spellblaze.
Vodka "Nemiroff" no longer revels in blood quite so much.
Vodka "Nemiroff"'s rage subsides!





























































































