











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! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
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 | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 22 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Bethuyalle the sand-drake at level 22 on the 3rd Regrowth 123rd year of Ascendancy at 17:03 / 1 |
Primary Stats
| Strength | 47 (base 44) |
| Dexterity | 14 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 54 (base 51) |
| Willpower | 20 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 527/527 |
| Positive | 33/33 |
| Stamina | 188/188 |
| Healing Factor | 1.2197162075846 |
| Regeneration | 8.1111127804374 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 43 |
| Crit Chance | 11% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Light | +34% |
| Darkness | +12% |
| Cold | +3% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Mind | +11% |
| Lightning | +12% |
| Light | +23% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 62.551211628464 (73.607947236566%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 34 |
| Physical Save | 30 |
| Spell Save | 42 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 55%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 98% |
| Confusion Resistance | 60% |
| Poison Resistance | 12% |
| Blind Resistance | 68% |
| Silence Resistance | 24% |
| Teleport Resistance | 10% |
| Pinning Resistance | 17% |
| Disarm Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% 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 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 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 393 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Retribution |
| talent | Weapon of Wrath |
| talent | Chant of Resistance |
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 lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
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: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed snow giant kidney. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' | 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 within20 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of evasion (5 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Fatigue: +3% Silence immunity: +24% Confusion immunity: +30% Stun/Freeze immunity: +32% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 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 19% chance to evade melee and ranged attacks and 9 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 | brass lantern 'Ulizilachik'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Physical power: +10 (+3 eff.) Armour: +10 Changes stats: +3 Str / +1 Dex Changes resistances penetration: +6% all Light radius: +4 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 | Kezilalin the rough leather cap (15 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +11 Defense: +15 (+7 eff.) Fatigue: +1% Changes resistances: +6% fire / +3% light / +6% cold Changes resistances penetration: +5% mind Disarm immunity: +10% A cap made of leather. |
| On hands | steady hardened leather gloves of dexterity (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Changes stats: +2 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Velakira [power 182] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% light / +6% blight Blindness immunity: +10% Teleport immunity: +10% It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Heal for 30. * Gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +5% nature / +7% blight Changes damage: +12% lightning Critical mult.: +5.00% Poison immunity: +12% Disease immunity: +14% Stun/Freeze immunity: +20% Life regen: +2.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | steel ring 'Olodudor'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+5 eff.) Damage (Melee): 13 light Damage (Ranged): 10 light Changes stats: +2 Mag / +2 Wil / +2 Cun Changes damage: +10% light Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +40.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Gilerata'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 2 mind Changes stats: +2 Wil Changes resistances: +18% mind Mental save: +5 (+3 eff.) Blindness immunity: +15% Confusion immunity: +30% Stamina each turn: +1.00 Mindpower: +6 (+3 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
| In main hand | elemental steel waraxe of projection (112% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 64 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +6% lightning Changes damage: +7% lightning One-handed war axes. |
| Around waist | hardened leather belt 'Scabwilter'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Damage when hit (Melee): 6 nature Changes resistances: +12% light / +6% blight Life regen: +1.40 Maximum life: +20.00 Healing mod.: +17% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In off hand | dwarven-steel shield of the stars (0 def, 6 armour, 137% power, 86.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 Damage (Melee): +15 light / +13 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +1 Cun / +1 Mag Changes resistances: +12% light / +13% darkness Changes damage: +13% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Layyssra the Torchjeer (11 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+6 eff.) Changes stats: +1 Dex / +1 Cun / +1 Con Changes resistances: +2% physical / +12% fire Critical mult.: +20.00% Physical save: +14 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Grinatoregorain the Frozensweep (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +6 Wil Changes resistances: +6% acid / +5% physical / +19% darkness / +8% lightning / +11% blight / +6% cold / +3% nature / +5% fire Changes damage: +3% cold Talent cooldown: Rush (-5 turns) Mental save: +10 (+5 eff.) Disarm immunity: +22% Stun/Freeze immunity: +26% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 198; dur 4; cd 16)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: 16 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 198 damage for 4 turns. Its effects scale with your Constitution 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. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
starlit copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +21% Amulets make your neck look great! |
iron battleaxe 'Hellsrazor' (109% power, 1 apr) =9 con=Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 109% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 30% Damage (Melee): +4 fire Damage (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +9 Con / +10 Wil Changes damage: +3% acid / +12% mind Maximum life: +23.00 Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Duvymnir' (165% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +10 Str / +14 Wil / +12 Con Changes damage: +6% blight / +16% physical Mental save: +9 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +61.00 Spellpower: +20 (+7 eff.) Massive two-handed mauls. |
Elariathra the yew starstaff (120% power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +11 (+6 eff.) Changes resistances: +3% blight Maximum wards: +4 light Changes resistances penetration: +10% arcane / +5% blight Changes damage: +20% light Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.12 Maximum mana: +56.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
Haregund the rough leather belt =1 con=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +1 Con Changes damage: +3% arcane Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Polosetha' =4 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +10 (+5 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Con Changes resistances: +6% acid / +7% fire / +7% lightning / +6% cold Changes resistances penetration: +15% physical Critical mult.: +10.00% A belt that goes around your waist. |
Xanedawyn (1 def, 0 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% acid / +9% nature / +5% arcane Knockback immunity: +10% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hathedor the pair of dwarven-steel boots (0 def, 4 armour) =3 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +6% light / +3% darkness Changes resistances penetration: +20% mind Changes damage: +9% mind Physical save: +16 (+8 eff.) Mental save: +15 (+6 eff.) Maximum hate: +6.00 Mindpower: +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Dourtooth' (0 def, 1 armour) =4 con=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +1 Cun / +4 Con Changes resistances: +6% darkness / +6% cold Changes damage: +3% darkness / +4% cold Infravision radius: +1 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blazeresolve (0 def, 3 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +5 Con Changes resistances: +12% temporal Changes resistances penetration: +10% darkness / +25% light Light radius: +2 A cap made of leather. |
steel plate armour 'Branybers' (0 def, 16 armour) =9 con=Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +2 Mag / +2 Wil / +2 Cun / +9 Con Changes resistances: +7% acid / +6% physical / +6% cold / +7% lightning / +7% fire Reduces incoming crit damage: 5.00% A suit of armour made of metal plates. |
77 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =dig=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. |
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. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 239/400. 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. |
evasive iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Eve Darksun the Cornac Sun Paladin level 22
3rd Regrowth 123rd year of Ascendancy at 10:33 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eve Darksun the Cornac Sun Paladin level 9
5th Flare 122nd year of Ascendancy at 04:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eve Darksun the Cornac Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 03:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Eve Darksun the Cornac Sun Paladin level 20
77th Haze 122nd year of Ascendancy at 23:33 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Eve Darksun the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 08:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eve Darksun the Cornac Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 04:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Eve Darksun the Cornac Sun Paladin level 10
41st Haze 122nd year of Ascendancy at 16:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eve Darksun the Cornac Sun Paladin level 17
63rd Haze 122nd year of Ascendancy at 01:32 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Eve Darksun the Cornac Sun Paladin level 22
3rd Regrowth 123rd year of Ascendancy at 17:03 see stats
Log
You gain 3.30 gold from the transmogrification of pair of dwarven-steel boots of phasing (0 def, 4 armour).
You gain 4.38 gold from the transmogrification of cashmere robe of life (0 def, 0 armour).
You gain 15.41 gold from the transmogrification of Chargereaper (0 def, 0 armour).
You gain 13.18 gold from the transmogrification of Shimmersteel the hardened leather belt.
You gain 16.49 gold from the transmogrification of Aerisena the Sleetpiety.
You gain 1.42 gold from the transmogrification of chilling dwarven-steel waraxe (120% power, 4 apr).
You gain 3.75 gold from the transmogrification of balanced steel waraxe of erosion (100% power, 3 apr).
You gain 4.63 gold from the transmogrification of warbringer's steel steamsaw (111% power, 0 apr).
You gain 5.87 gold from the transmogrification of truestriking dwarven-steel steamsaw of disruption (120% power, 0 apr).
You gain 3.60 gold from the transmogrification of truestriking dwarven-steel steamsaw (122% power, 0 apr).
You gain 3.39 gold from the transmogrification of balanced dwarven-steel steamsaw of mind resistance (+12%) (126% power, 0 apr).
You gain 4.54 gold from the transmogrification of potent yew vilestaff of protection (125% power, 4 apr, darkness element).
You gain 9.49 gold from the transmogrification of magelord's yew vilestaff of greater warding (120% power, 4 apr, blight element).
You gain 14.97 gold from the transmogrification of Goreoblivion (111% power, 3 apr, darkness element).
You gain 10.00 gold from the transmogrification of Crystal Shard (113% power, 4 apr, physical element).
You gain 3.32 gold from the transmogrification of mighty hardened leather sling of fire.
You gain 3.51 gold from the transmogrification of projecting thorny mindstar (94% power, 24 apr, mind damage).
You gain 3.73 gold from the transmogrification of truestriking steel greatsword (123% power, 2 apr).
You gain 17.50 gold from the transmogrification of Golden Three-Edged Sword 'The Truth' (160% power, 9 apr).
You gain 9.66 gold from the transmogrification of warbringer's dwarven-steel greatmaul of the mystic (153% power, 2 apr).
You gain 12.93 gold from the transmogrification of steel dagger 'Glorura' (118% power, 6 apr).
You gain 2.91 gold from the transmogrification of slime-covered dwarven-steel battleaxe of erosion (137% power, 2 apr).
You gain 11.89 gold from the transmogrification of Pitchbreeze.
You gain 0.25 gold from the transmogrification of gold amulet.
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.


















































































