













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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/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:
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 | Krog |
| Class | Mindslayer |
| Level / Exp | 27 / 75% |
| Size | big |
| Lifes / Deaths | Killed by Mayirewyn the elven warrior at level 27 on the 80th Haze 122nd year of Ascendancy at 10:00 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 66 (base 11) |
| Dexterity | 58 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 93 (base 58) |
| Cunning | 76 (base 54) |
Resources
| Life | -224/768 |
| Equilibrium | 50 |
| Psi | 122/132 |
| Healing Factor | 1.2516586254954 |
| Regeneration | 10.701681247986 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 57.218185365627 |
| See Invisible | 67.218185365627 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 54 |
| Crit Chance | 24% |
| APR | 68 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 106 |
| Accuracy | 54 |
| Crit Chance | 24% |
| APR | 68 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +58% |
| Darkness | +15% |
| Light | +6% |
| Fire | +9% |
| Cold | +3% |
| Arcane | +9% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| Nature | +70% |
Defense: Base
| Armour (hardiness) | 42 (48.304188961773%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 39 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 6%( 73%) |
| Cold | + 9%( 73%) |
| All | 0%( 73%) |
| Darkness | + 9%( 73%) |
| Light | + 49%( 73%) |
| Temporal | + 3%( 73%) |
| Lightning | 0%( 73%) |
| Fire | + 53%( 73%) |
| Nature | + 69%( 73%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 36% |
| Instadeath Resistance | 100% |
| Blind Resistance | 18% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 781% 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 Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Psionic / Kinetic mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Voracity | 1.40 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Kinetic Aura |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Antimagic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 16. Mobile Defense |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| beneficial effect | You gain 37% resistance against light and fire. Resolve |
Quests
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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by thief. Escort: lost warrior (level 3 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 Shardskin. * 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 170. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * You've found the needed vial of squid ink. | 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 107% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 187.48 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Light source | Dawnwind the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% light Changes damage: +15% nature / +3% cold Maximum life: +43.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Lightningnail' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 mind / 2 lightning Changes stats: +3 Cun / +3 Wil Changes damage: +3% mind / +9% fire Mental save: +3 (+1 eff.) Psi when hit: +0.12 Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Sootfurnace (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 arcane / 2 darkness Changes stats: +3 Wil / +3 Con Changes resistances: +3% darkness / +3% temporal Changes resistances penetration: +6% physical Changes damage: +9% arcane Mindpower: +3 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.5 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Tool | Voidradiance the dwarven-steel pickaxe (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Str / +3 Dex / +4 Con Changes resistances: +7% fire / +12% nature / +7% darkness Changes damage: +6% nature / +9% darkness Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Grinarim the GrowgashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +4 Dex Changes resistances penetration: +20% nature Changes damage: +12% nature Mental save: +12 (+4 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 214.05 You won the Ring of Blood trial, and this is your reward. |
| Around neck | GlittersorrowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +3% light / +9% fire Changes resistances cap: +3% all Changes damage: +6% light Physical save: +11 (+6 eff.) Blindness immunity: +18% Light radius: +3 Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Chamuledunadil' (12-13 power, 62 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 mind / 6 darkness Changes resistances: +3% light / +6% acid Changes damage: +5% mind / +6% darkness Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +4 (+2 eff.) Teleport immunity: +10% Equilibrium when hit: +0.50 Hate per kill: +5.00 Psi per kill: +3.00 Only die when reaching: -80.00 life Mindpower: +15 (+4 eff.) Mental crit. chance: +4% It can be used to inflict 149.69 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 17 turns. 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. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | gifted pulsing mindstar (12-13 power, 62 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +26 (+7 eff.) Mental crit. chance: +4% 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. |
| Cloak | Ichorquill the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +3 Wil Changes resistances: +10% cold Changes resistances penetration: +25% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Life regen: +7.80 Maximum life: +33.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.stormbringer's voratun greatsword of shearing (61-98 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 107% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +31 cold When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Changes resistances penetration: +16% lightning / +12% cold / +14% all Movement speed: +47% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel mace of erosion (27-38 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 89% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +11 (+2 eff.) Disarm immunity: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted pulsing mindstar of venom (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 acid Changes resistances: +10% acid Changes resistances penetration: +8% acid Changes damage: +12% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% 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. |
gifted thorny mindstar of resolve (9-10 power, 23 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +23 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Mindpower: +8 (+2 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.Hatharehor the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +8 mind / +13 fire When wielded/worn: Armour: +6 Changes stats: +5 Cun Changes resistances: +3% lightning / +3% nature / +6% acid Changes resistances penetration: +23% physical Changes damage: +13% fire Maximum life: +40.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.infernal elven-wood magestaff of fate (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +19.00% Physical save: +9 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower: +17 (+7 eff.) Spell crit. chance: +9% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Wil / +4 Mag Changes resistances: +15% all Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% acid / +13% physical / +13% cold / +14% fire / +11% all Changes damage: +11% acid / +8% physical / +13% fire / +19% arcane / +11% cold Talent cooldown: Refit Golem (-4 turns) Maximum mana: +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 2.5 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 81.39 to 244.18 lightning damage (162.79 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
This item will automatically be transmogrified when you leave the level.dragonslayer's hardened leather cap of the bounder (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +5 Dex Changes resistances: +7% acid / +5% fire / +11% cold / +7% lightning It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.4 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's reinforced leather armour of Eyal (15 def, 12 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +15 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun / +6 Dex Life regen: +5.00 Maximum life: +56.00 Healing mod.: +16% A suit of armour made of leather. |
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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Doof the Krog Mindslayer level 21
56th Dusk 122nd year of Ascendancy at 10:31 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doof the Krog Mindslayer level 22
57th Dusk 122nd year of Ascendancy at 07:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Doof the Krog Mindslayer level 10
6th Mirth 122nd year of Ascendancy at 01:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Doof the Krog Mindslayer level 20
54th Dusk 122nd year of Ascendancy at 04:09 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Doof the Krog Mindslayer level 22
79th Dusk 122nd year of Ascendancy at 21:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Doof the Krog Mindslayer level 9
2nd Mirth 122nd year of Ascendancy at 05:52 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Doof the Krog Mindslayer level 23
53rd Haze 122nd year of Ascendancy at 23:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doof the Krog Mindslayer level 14
3rd Dusk 122nd year of Ascendancy at 09:22 see stats
Log
Emelesenor the elven blood mage misses Doof.
Bloodcaller hits Doof for 3 healing, 1 healing, 2 healing, 1 healing, 1 healing, 1 healing (0 total damage) [12 healing].
Doof hits Emelesenor the elven blood mage for 107 nature, 2 darkness, 48 nature, 4 mind, 10 physical, 6 fire, 73 nature, 2 darkness, 48 nature, 4 mind, 10 physical, 6 fire, 61 physical, 2 darkness, 48 nature, 4 mind, 10 physical, 6 fire (460 total damage).
Mayirewyn the elven warrior uses Telekinetic Smash.
Mayirewyn the elven warrior misses Doof.
Doof is no longer attuned.
Doof slows down.
Doof is not stunned anymore.
Doof's Beyond the Flesh performs a melee critical strike against Emelesenor the elven blood mage!
Melee retaliation hits Mayirewyn the elven warrior for 0 lightning, 3 light, 0 darkness, 0 arcane, 4 mind (11 total damage).
Doof's Beyond the Flesh hits Elven blood mage for (41 to ice), 62 physical, (2 to ice), 3 darkness, (44 to ice), 67 nature, (4 to ice), 6 mind, (7 to ice), 11 physical, (10 to ice), 15 fire (167 total damage).
Doof's Beyond the Flesh hits Mayirewyn the elven warrior for (59 to psi shield), 89 physical, 6 darkness, (47 to psi shield), 71 nature, 11 mind, (11 to psi shield), 16 physical, 30 fire (227 total damage).
Doof's Beyond the Flesh hits Emelesenor the elven blood mage for 262 physical damage.
Mayirewyn the elven warrior hits Doof for (95 to psi shield), 143 physical, (2 to psi shield), (3 antimagic), 0 light, (14 to psi shield), 22 physical, (6 to psi shield), (10 antimagic), 0 fire (166 total damage).
Bloodcaller hits Doof for 2 healing, 2 healing, 8 healing, 1 healing, 2 healing (0 total damage) [17 healing].
Elven blood mage is free from the ice.
Mayirewyn the elven warrior's Beyond the Flesh performs a melee critical strike against Doof!
Doof's mind surges with critical power!
Doof attunes to the damage.
Doof's Beyond the Flesh killed Emelesenor the elven blood mage!
Mayirewyn the elven warrior's Beyond the Flesh hits Doof for (94 to psi shield), 141 physical, (2 to psi shield), (3 antimagic), 0 light, (14 to psi shield), 22 physical, (12 to psi shield), (18 antimagic), 0 fire (164 total damage).
Melee retaliation hits Mayirewyn the elven warrior for 1 lightning, 8 light, 2 darkness, 2 arcane, 10 mind (25 total damage).
Doof uses Kinetic Strike.
Mayirewyn the elven warrior is pinned to the ground.
Doof hits Mayirewyn the elven warrior for (101 to psi shield), 185 physical, 6 darkness, (47 to psi shield), 71 nature, 11 mind, (11 to psi shield), 16 physical, 30 fire, (101 to psi shield), 177 physical, 6 darkness, (47 to psi shield), 71 nature, 11 mind, (11 to psi shield), 16 physical, 30 fire (639 total damage).
Bloodcaller hits Doof for 5 healing, 2 healing, 5 healing, 2 healing (0 total damage) [16 healing].
Mayirewyn the elven warrior uses Charged Strike.
Mayirewyn the elven warrior's mind surges with critical power!
Mayirewyn the elven warrior performs a melee critical strike against Doof!




























































































