












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Drem |
| Class | Stone Warden |
| Level / Exp | 21 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Xanymina the Sandworm's mucus ooze at level 21 on the 18th Iron 123rd year of Ascendancy at 10:13 / 1 |
Primary Stats
| Strength | 60 (base 40) |
| Dexterity | 17 (base 10) |
| Constitution | 32 (base 10) |
| Magic | 48 (base 29) |
| Willpower | 47 (base 33) |
| Cunning | 18 (base 10) |
Resources
| Life | -45/733 |
| Mana | 320/340 |
| Equilibrium | 46 |
| Healing Factor | 0.77067715965202 |
| Regeneration | 3.2753779285211 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 26.155423598945 |
| See Invisible | 28.155423598945 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 48 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 48 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +26% |
| Light | +27% |
| Temporal | +5% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +10% |
| Nature | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.363084286673 (95.462686567164%) |
| Defense | 13 |
| Ranged Defense | 20 |
| Fatigue | 40 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 71% |
| Knockback Resistance | 22% |
| Stun Resistance | 43% |
| Poison Resistance | 20% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 385 damage for 4 turns. Its effects scale with your Magic 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 544% 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 Magic stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
| detrimental effect | The target's has a cursed wound, reducing healing by 49%. Cursed Wound |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 71.53 nature damage per turn. Poison |
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Velowyn the minotaur. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Betimina the orc assassin. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. * You've found the needed sandworm tooth. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | Ebonyminister the pair of rough leather boots (0 def, 1 armour) =2 cun / 3 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +3 Str / +1 Dex / +2 Cun / +3 Con Changes damage: +6% light Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(104 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Unlightswift' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +15% acid / +12% light / +11% darkness / +5% arcane Changes resistances penetration: +10% darkness Reduces incoming crit damage: 10.00% Poison immunity: +20% Life regen: +4.00 Maximum life: +80.00 A cap made of leather. |
| On hands | Glorossra (0 def, 10 armour) =8 con=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +8% Fatigue: +3% Damage (Melee): 10 darkness / 9 temporal Damage (Ranged): 13 temporal Damage when hit (Melee): 4 arcane Changes stats: +4 Wil / +8 Con Changes resistances: +6% physical / +10% darkness / +8% temporal Changes damage: +4% darkness / +5% temporal Critical mult.: +5.00% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 8% chance to reduce damage dealt by 17% * 8% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of clear mind [power 1] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cyragakira =5 con=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +5 Str / +2 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances: +22% fire Changes damage: +11% fire Spellpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | BreezestarPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% darkness / +6% nature Changes damage: +10% darkness Mental save: +5 (+2 eff.) Blindness immunity: +26% Confusion immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +8 Rings can have magical properties. |
| Around neck | grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
| In main hand | swashbuckler's dwarven-steel shield of the stars (0 def, 6 armour, 30.5-36.6 power, 75.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +16 light / +10 darkness When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Fatigue: +8% Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Cun Changes resistances: +12% light / +10% darkness Changes damage: +11% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
| Around waist | Murktrencher =1 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Mag / +1 Con Changes resistances: +6% nature Changes resistances penetration: +15% nature Reduces incoming crit damage: 5.00% Maximum life: +34.00 A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | linen cloak 'Aeriroddarab' (1 def, 4 armour) =2 con=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes stats: +2 Con Changes resistances: +2% physical Changes resistances penetration: +10% physical Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Swamppain (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +5 (+1 eff.) Armour: +7 Fatigue: +22% Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +2 Dex / +2 Con Changes resistances: +6% acid / +6% physical / +6% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +21% Knockback immunity: +22% Stamina each turn: +3.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 81; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 81 damage for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the duelist (range 54; cd 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Dexterity stat. 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. |
wanderer's steel amulet of constitution (+4) =4 con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +8 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Adolaith the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% acid / +12% darkness / +9% mind / +29% nature / +6% lightning Changes damage: +13% nature Mental crit. chance: +3% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.marksman's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +7 (+2 eff.) Changes stats: +4 Dex Spellpower: +7 (+3 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
steel quartz ring =quartz=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +8% blight Poison immunity: +14% Disease immunity: +12% Stun/Freeze immunity: +30% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel dagger of massacre (24-31.2 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Sharp, short and deadly. |
Huraderab the Icebait (5.5-6.05 power, 18 apr, nature damage) =6 con=Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +2 Mag / +6 Con Changes resistances: +6% cold Changes damage: +18% mind Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +21.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.protector's thorny mindstar of gales (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+7 eff.) Changes resistances: +4% all Changes damage: +5% lightning / +5% cold / +6% physical Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Pinning immunity: +21% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.cured leather sling of enduring Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +7 Con / +8 Wil Maximum life: +22.00 Slings are used to hurl stones or metal shots at your foes. |
enhanced cured leather sling =5 con=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +6 Str / +7 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.ash magestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Gilurain the Carrionwasp (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Cun / +6 Dex Changes resistances penetration: +15% physical Changes damage: +12% nature Only die when reaching: -40.00 life Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Radhylefast (2 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Changes resistances: +13% blight / +3% temporal / +15% nature Reduces incoming crit damage: 15.00% Blindness immunity: +20% Confusion immunity: +10% Life regen: +7.00 Maximum life: +100.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Layariadhemina' (1 def, 0 armour) =3 con=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Con / +2 Wil Changes resistances: +3% light / +3% mind Mental save: +5 (+2 eff.) Knockback immunity: +10% Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of life (0 def, 0 armour) =4 con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +11% all Changes damage: +5% nature Poison immunity: +26% Disease immunity: +27% Life regen: +3.30 Maximum life: +60.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Glimmerbreak (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +20 (+6 eff.) Armour: +3 Fatigue: -4% Changes resistances: +9% light / +6% nature Stamina each turn: +0.40 Maximum life: +81.00 Movement speed: +10% A pair of boots made of leather. |
Radhyzilanik (0 def, 1 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Dex / +6 Lck / +3 Con Changes resistances: +3% fire Stealth bonus: +6 Stun/Freeze immunity: +20% Teleport immunity: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.cinder hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 fire Changes resistances: +7% fire Changes damage: +5% fire When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire 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.Crackleimmortal (6 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+6 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +4 Wil Changes resistances: +15% lightning / +3% nature / +4% all Physical save: +6 (+3 eff.) Mindpower: +10 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Drithel the Corruptionwisp (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +9% lightning / +6% fire / +6% nature / +22% cold Changes resistances penetration: +10% nature / +25% fire Changes damage: +12% nature / +15% cold A pointy cloth hat, very wizardly... |
Layukira the Smolderdream (1 def, 0 armour) =4 con=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Str / +4 Con Changes resistances: +16% nature Changes damage: +11% nature / +6% fire A pointy cloth hat, very wizardly... |
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. |
Arthyvor (dig speed 18 turns) =4 con and 18 dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +5 (+5 eff.) Changes stats: +1 Str / +4 Con Spell save: +3 (+2 eff.) Silence immunity: +10% Life regen: +4.00 Maximum life: +21.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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 182 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. |
This item will automatically be transmogrified when you leave the level.Salurissra the Hellbraid [power 272] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes damage: +6% mind / +6% fire Mental crit. chance: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.evasive yew totem of healing [power 230] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 14 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Stoned Warden the Drem Stone Warden level 7
14th Dearth 122nd year of Ascendancy at 04:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Stoned Warden the Drem Stone Warden level 10
31st Dearth 122nd year of Ascendancy at 08:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Stoned Warden the Drem Stone Warden level 20
15th Shortage 122nd year of Ascendancy at 11:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Stoned Warden the Drem Stone Warden level 7
20th Dearth 122nd year of Ascendancy at 16:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Stoned Warden the Drem Stone Warden level 18
22nd Loss 122nd year of Ascendancy at 00:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Stoned Warden the Drem Stone Warden level 15
11st Loss 122nd year of Ascendancy at 07:05 see stats
Log
Stoned Warden stops being poisoned.
A shield forms around Stoned Warden.
Stoned Warden uses Infusion: Movement.
Stoned Warden is moving at extreme speed!
Stoned Warden picks up (n.): Radhylefast (2 def, 4 armour).
Your shield crumbles under the damage!
The shield around Stoned Warden crumbles.
Something hits Stoned Warden for (50 absorbed), 43 acid, 104 nature (148 total damage).
LIFE LOST WARNING!
Stoned Warden is poisoned!
Poison from Xanymina the sandworm hits Stoned Warden for 31 nature damage.
Stoned Warden uses Nature's Touch.
Stoned Warden slows down.
Stoned Warden receives 124 healing.
Stone Vine from Stoned Warden hits Xanymina the Sandworm's mucus ooze for 14 nature, 11 arcane (25 total damage).
Xanymina the sandworm uses Oozebeam.
Xanymina the sandworm hits Stoned Warden for 130 nature damage.
Stoned Warden speeds up.
Xanymina the Sandworm's mucus ooze uses Slime Spit.
Poison from Xanymina the sandworm hits Stoned Warden for 59 nature damage.
Xanymina the Sandworm's mucus ooze hits Stoned Warden for 49 nature damage.
Stoned Warden the level 21 drem stone warden was naturalised to death by a Xanymina the Sandworm's mucus ooze on level 1 of Sandworm lair.
Stoned Warden deactivates Shards.
Stoned Warden deactivates Stone Skin.
Stoned Warden no longer has a cursed wound.
Stoned Warden deactivates Eldritch Infusion.
Stoned Warden deactivates Stone Vines.
Stoned Warden stops being poisoned.

















































































