










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 | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 22 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 22 on the 1st Time of Equilibrium 122nd year of Ascendancy at 10:15 / 1 |
Primary Stats
| Strength | 57 (base 51) |
| Dexterity | 57 (base 41) |
| Constitution | 26 (base 13) |
| Magic | 18 (base 10) |
| Willpower | 37 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | -83/747 |
| Mana | 241/361 |
| Stamina | 72/230 |
| Healing Factor | 1.3716586254954 |
| Regeneration | 19.546135413309 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 26.446758763835 |
| See Invisible | 38.446758763835 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 58 |
| Crit Chance | 50% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Acid | +9% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Darkness | +10% |
| Fire | +35% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.335093952971 (47.857809501309%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 17 |
| Physical Save | 30 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 7%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 13%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Poison Resistance | 20% |
| Silence Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 179.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| 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 569% 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 Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning 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 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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Elura' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +30 (+7 eff.) Armour: +3 Changes stats: +4 Dex / +8 Lck / +2 Con Changes resistances penetration: +10% mind Stealth bonus: +10 Psi when hit: +0.16 A pair of boots made of leather. |
| Light source | brass lantern 'Flashdeath'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature / +1% physical Changes resistances penetration: +5% fire Mental save: +6 (+3 eff.) Maximum life: +40.00 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 | Silatha (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature / +4% physical Spell save: +4 (+2 eff.) Disease immunity: +20% Disarm immunity: +10% Maximum life: +40.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Malyndur' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +3 Str / +2 Mag / +1 Con Changes resistances: +6% physical Physical save: +9 (+4 eff.) Maximum life: +20.00 Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +10 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +56.00 Healing mod.: +13% Rings make your fingers look great! |
| Around waist | YvuganorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +3 Dex / +4 Cun / +7 Lck Changes resistances: +6% light Trap disarming bonus: +13 Stealth bonus: +7 Life regen: +4.00 Mana when firing critical spell: +1.00 Infravision radius: +4 Damage Shield penetration: +30% A belt that goes around your waist. |
| In main hand | Hellsshear (24-39 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 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% When this weapon hits: Curse of Death (20% chance level 2). On weapon hit: * 17% chance to reduce all saves and defense by 27 Damage (Melee): +4 lightning / +10 mind Damage (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +13 Wil / +3 Cun / +10 Con Changes resistances penetration: +5% fire Changes damage: +3% fire Maximum life: +54.00 Massive two-handed swords. |
| On hands | Aeredarakira the Flashguile (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +12.0% Armour: +2 Changes stats: +3 Dex Changes resistances: +2% physical Changes resistances penetration: +25% fire Critical mult.: +8.00% Stamina each turn: +3.00 Spell crit. chance: +8% Mental crit. chance: +8% 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 | Quenchdash (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+3 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 25% Damage (Melee): 16 acid / 11 fire Damage when hit (Melee): 21 acid / 12 fire Changes stats: +5 Str / +4 Mag / +7 Wil Changes resistances: +16% lightning / +17% fire / +8% arcane / +15% acid Changes resistances penetration: +5% acid Changes damage: +9% acid / +3% cold Spell save: +16 (+8 eff.) Spellpower: +16 (+8 eff.) Spell crit. chance: +7% Mindpower: +18 (+6 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
| Cloak | Tahell (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Armour: +4 Defense: +2 (+1 eff.) Changes stats: +7 Cun / +3 Dex Reduces incoming crit damage: 10.00% Mental save: +9 (+5 eff.) Poison immunity: +20% Mindpower: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fogveil the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +2 Dex / +4 Wil Changes resistances: +6% physical Changes resistances penetration: +10% darkness Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 See invisible: +12 Amulets make your neck look great! |
Inventory
IsyrinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Silence immunity: +20% Life regen: +2.00 Infravision radius: +1 Amulets make your neck look great! |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
copper amulet 'Nimbusthorn' =22STUN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning / +3% light Changes resistances penetration: +5% lightning Changes damage: +9% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
gold amulet of constitution (+5) =5CON=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Amulets make your neck look great! |
Vargh Redemption =6CON=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.22 cold and 12.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Aerunne'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str / +1 Wil Changes resistances: +1% physical Physical save: +12 (+6 eff.) Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.12/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Silence immunity: +23% Mana each turn: +0.12 Rings make your fingers look great! |
psionicist's steel ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% mind Changes damage: +11% mind Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring =3CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
savior's gold ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Physical save: +11 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring of lightning (+20%) =3CON=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.elm magestaff 'Neriwyn' (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex Changes resistances: +6% lightning / +6% fire Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Disease immunity: +20% Stun/Freeze immunity: +20% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Adilaith the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +1 Con Changes resistances: +3% temporal Pinning immunity: +10% Knockback immunity: +20% Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
Toredrakath the FreezedredgeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +5 (+2 eff.) Changes stats: +4 Dex / +4 Wil / +3 Cun Changes resistances: +12% cold Damage against: +15% Summoned Reduced damage from: +19% Summoned A belt that goes around your waist. |
Velywyn the BrightidolInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Wil / +3 Cun Changes resistances: +3% light Changes resistances penetration: +5% lightning / +15% mind Changes damage: +6% light Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +11 (+6 eff.) Light radius: +2 A belt that goes around your waist. |
Glareblow the linen cloak (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes stats: +5 Str / +1 Dex / +1 Con Changes resistances: +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 'Strikewrack' (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Damage when hit (Melee): 4 lightning Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Blindness immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =5CON=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Fogwrack (0 def, 4 armour) =3CON=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 10 darkness Changes stats: +3 Cun / +3 Con Changes resistances: +12% cold Changes damage: +6% darkness / +6% fire Physical save: +12 (+6 eff.) Mental save: +13 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malorefang the Glarespike (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +15 (+4 eff.) Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +2% physical Stealth bonus: +6 Physical save: +3 (+1 eff.) Light radius: +2 A pair of boots made of leather. |
Xylewe the Ashveil (8 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +8 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +1 Cun / +3 Dex Changes resistances penetration: +5% physical Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Boltrazor' (0 def, 7 armour) =7CUN=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +2 Dex / +2 Wil / +7 Cun Changes resistances: +6% lightning Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
pair of rough leather boots 'Lisolratira' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +3 Wil Changes resistances: +5% arcane Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Light radius: +3 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots (0 def, 4 armour) =29STUN=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +26% Confusion immunity: +25% Stun/Freeze immunity: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) =20STUN=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +31% Confusion immunity: +23% Stun/Freeze immunity: +20% Stamina each turn: +0.30 Maximum stamina: +16.00 A pair of boots made of leather. |
corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid 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. |
hardened leather gloves 'Khelegund' (0 def, 6 armour) =5CON=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Damage (Melee): 8 lightning Damage when hit (Melee): 4 physical Changes stats: +2 Str / +4 Dex / +5 Con Changes resistances: +7% lightning Changes damage: +6% lightning 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. |
Breezetorrent (2 def, 0 armour) =5CUN=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +15% blight / +10% nature Critical mult.: +10.00% Mental save: +7 (+4 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 A pointy cloth hat, very wizardly... |
Relgychik the iron helm (0 def, 3 armour) =5CUN=Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Cun Changes resistances: +6% blight / +3% darkness / +6% nature / +3% acid Physical save: +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silitta the Voidvortex (0 def, 3 armour) =3CON=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +3% acid / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +3% acid / +3% mind / +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sleetroar (0 def, 3 armour) =6CON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con Changes resistances: +12% light / +6% cold Changes resistances penetration: +20% lightning / +15% cold Light radius: +2 A cap made of leather. |
Amondil (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +1 Mag / +5 Wil / +7 Cun Changes resistances: +18% lightning / +17% acid Reduces incoming crit damage: 15.00% Mental save: +10 (+5 eff.) A suit of armour made of mail. |
iron mail armour 'Gluba' (2 def, 8 armour) =25PEN=Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Mag / +4 Wil Changes resistances penetration: +25% physical Maximum life: +21.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Shadewind (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 acid / 10 blight Changes stats: +4 Str / +5 Dex / +4 Mag / +5 Wil / +4 Cun Changes resistances penetration: +25% darkness Changes damage: +6% darkness Maximum life: +38.00 A suit of armour made of leather. |
8 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. |
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. |
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. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
Salokira the Venomfist (dig speed 28 turns) =2CUN=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +2 Cun / +1 Str Changes resistances: +6% acid / +12% cold Changes resistances penetration: +5% nature Changes damage: +9% nature Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
3 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. |
Haniregar the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +7% blight / +3% temporal / +11% darkness Blindness immunity: +20% Cut immunity: +20% Pinning immunity: +20% Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +4 See invisible: +8 Healing mod.: +5% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 27 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Sunedge the brass lantern =6CON=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +4 Wil / +6 Con Changes resistances penetration: +15% fire Changes damage: +6% mind / +3% 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. |
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 'Betowen'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +6% acid Mental save: +9 (+5 eff.) Silence immunity: +20% Light radius: +6 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 of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
elm totem of healing [power 116] (13 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 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 5 All Resist: 1 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Daimydas the Cobrarot [power 105] (13 cooldown) =2CON=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Con Changes resistances: +3% physical Changes resistances penetration: +10% nature Critical mult.: +5.00% It can be used to fire a magical bolt dealing 108 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Slash the Shalore Berserker level 10
4th Flare 122nd year of Ascendancy at 20:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Slash the Shalore Berserker level 10
4th Flare 122nd year of Ascendancy at 20:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Slash the Shalore Berserker level 20
66th Dusk 122nd year of Ascendancy at 07:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Slash the Shalore Berserker level 15
41st Dusk 122nd year of Ascendancy at 21:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Slash the Shalore Berserker level 9
6th Mirth 122nd year of Ascendancy at 09:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Slash the Shalore Berserker level 10
10th Dusk 122nd year of Ascendancy at 11:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Slash the Shalore Berserker level 15
43rd Dusk 122nd year of Ascendancy at 06:42 see stats
Log
Shadow fades!
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Slash for 61 physical damage.
Shadow hits Slash for 53 physical damage.
Melee retaliation hits Shadow for 0 acid, 0 fire (0 total damage).
Melee retaliation hits Shadow for 0 acid, 0 fire (0 total damage).
Wolf's morale has been lowered.
Slash uses Relentless Fury.
Melee retaliation hits Rungof the Warg Titan for 20 acid, 10 fire (29 total damage).
Rungof the Warg Titan hits Slash for 23 physical damage.
Talent Death Dance is ready to use.
Warg misses Slash.
Eloldatira the warg uses Mind Sear.
Eloldatira the warg's mind surges with critical power!
Slash is recovering from the damage!
Eloldatira the warg hits Slash for 379 mind damage.
Rungof the Warg Titan uses Cripple.
Slash is crippled.
Shadow hits Slash for 29 physical damage.
Rungof the Warg Titan hits Slash for 46 physical damage.
Melee retaliation hits Rungof the Warg Titan for 20 acid, 10 fire (29 total damage).
Melee retaliation hits Shadow for 17 acid, 8 fire (25 total damage).
Melee retaliation hits Shadow for 17 acid, 9 fire (26 total damage).
Shadow hits Slash for 26 physical damage.
Slash the level 22 shalore berserker was skewered to death by a shadow on level 2 of Old Forest.
Slash no longer revels in blood quite so much.
Slash's rage subsides!


























































































