














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Cornac |
| Class | Wyrmic |
| Level / Exp | 21 / 32% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 45) |
| Dexterity | 12 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 70 (base 46) |
| Cunning | 20 (base 10) |
Resources
| Life | 832/832 |
| Equilibrium | 28 |
| Healing Factor | 1.252941519274 |
| Regeneration | 26.811839664366 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +49.54510541169% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 67 |
| Crit Chance | 20% |
| APR | 87 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 75 |
| Accuracy | 67 |
| Crit Chance | 19% |
| APR | 72 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 25% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +11% |
| Darkness | +3% |
| Blight | +6% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.690500320593 (81.151787968034%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 21 |
| Physical Save | 36 |
| Spell Save | 38 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 49%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 9%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 47% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 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 401 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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 Willpower stat. |
| 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 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 596% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Psiblades |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 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 Shade. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed red crystal shard. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within1 lumberjacks have died. | done |
Equipment
| On feet | Dourbreeze the pair of rough leather boots (30 def, 1 armour) =TEMP/3CUN+3WIL/(+30DEF)=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Armour: +1 Defense: +30 (+11 eff.) Changes stats: +3 Cun / +3 Wil Changes damage: +3% darkness Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Stamina each turn: +3.00 A pair of boots made of leather. |
| Light source | bright brass lantern of clarity =TEMP/+6SEEINV/6LIGHT=Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +6 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Adima (5 def, 3 armour) =TEMP/2CUN+2DEX=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +2 Cun / +2 Dex Changes resistances: +3% temporal Changes damage: +6% blight Disease immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady drakeskin leather gloves of butchering (0 def, 3 armour) =TEMP/(+10ACC)/7APR/47%DR=Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +3 Changes resistances: +6% blight Physical save: +6 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +47% When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 10% chance to slow global speed by 62% * 18% chance to reduce armor by 10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One =5WIL/LUCID/SLEEPLVL3=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Vargh Redemption =6CON+4WIL/WAVE/TSKIN=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 19.57 cold and 17.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | copper ring 'Ichordeath' =TEMP/2WIL/4HPR=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +2 Wil Changes resistances: +22% acid / +3% blight Changes damage: +11% acid Silence immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
| Around neck | Earthen Beads =5WIL/2HPR/NTCHL2=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 319 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | blooming living mindstar of balance (112% power, 75 apr, nature damage) =MAIN/TIER5=Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +75 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +18 (+5 eff.) Mental crit. chance: +5% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +25 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 | Salarin =4HPR=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light Physical save: +5 (+2 eff.) Disease immunity: +10% Life regen: +4.00 Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | gifted pulsing mindstar of balance (107% power, 60 apr, nature damage) =MAIN/TIER4=Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +60 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +20 (+6 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 | Xaniriarin the linen cloak (16 def, 6 armour) =TEMP/(+16DEF)=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +16 (+6 eff.) Changes resistances: +11% cold Changes damage: +6% arcane Confusion immunity: +10% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel plate armour of implacability (0 def, 16 armour) =MAIN/5CUN+5WIL=Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Fatigue: +16% Changes stats: +5 Cun / +5 Wil Physical save: +7 (+3 eff.) Mental save: +13 (+5 eff.) A suit of armour made of metal plates. |
Inventory
Fanged Collar =10CUN/-5WIL/20HP/+1UP=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering Orbs =+10SEEINV/BLINDFIGHT=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of constitution (+3) =3CON/TSKIN=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature / +10% blight Poison immunity: +22% Disease immunity: +21% Amulets make your neck look great! |
Wheel of Fate =SPELLHUNT=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
copper citrine ring =TEMP/5STR+5CON/4L/TSKIN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring 'Airward' =24%STUNRES/1HPR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +6% lightning / +6% nature Changes resistances penetration: +25% darkness Changes damage: +6% lightning Spell save: +3 (+1 eff.) Stun/Freeze immunity: +24% Life regen: +1.00 Rings make your fingers look great! |
titan's copper ring of frost (+22%) =2CON/TSKIN=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warrior's copper ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Armour: +6 Defense: +8 (+4 eff.) Changes stats: +3 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel battleaxe (140% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 140% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +14% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Hailjustice (114% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 114% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +4 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes resistances: +9% mind / +18% cold Changes resistances penetration: +10% acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Loambraze the steel greatsword (122% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 122% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Damage when hit (Melee): 8 nature Changes resistances penetration: +15% cold / +10% physical Changes damage: +21% lightning / +12% cold / +6% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Bogsweeper the dwarven-steel longsword (136% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 136% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 2) on crit: +16 nature When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+4 eff.) Changes resistances: +5% arcane / +3% nature Disarm immunity: +25% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron mace 'Oakdredge' (118% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +3 Cun Changes damage: +6% nature Critical mult.: +10.00% Hate when firing a critical mind attack: +5.00 Maximum psi: +10.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Corruptionlore the rough leather sling Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce all saves and defense by 34 Damage (radius 2) on crit: +8 darkness When wielded/worn: Effects on ranged hit: * 10% chance to reduce all saves and defense by 34 Changes stats: +2 Con Changes resistances penetration: +15% nature / +25% mind Changes damage: +3% nature Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 80 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.earthen elm magestaff (100% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.reinforced dwarven-steel steamsaw (65% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 120% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When used to attack (with talents): Block value: +20 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel steamsaw of evisceration (119% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 119% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances penetration: +7% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Gleamtrencher =3CUN+4WIL/3LIGHT=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% light / +3% nature / +5% arcane Damage against: +17% Summoned Reduced damage from: +16% Summoned Light radius: +3 A belt that goes around your waist. |
rough leather belt 'Marduchik' =4CON+3WIL/+1SZ/TSKIN=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Wil / +4 Con Changes resistances: +3% acid Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Khelurodil the Glarequick (7 def, 0 armour) =???=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +1 Mag / +1 Cun Changes resistances: +6% temporal Changes damage: +6% light Physical save: +5 (+2 eff.) 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.woollen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% light / +9% all Changes damage: +11% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazepulverizer (0 def, 1 armour) =1CUN+1CON/TSKIN=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +1 Con Changes resistances: +3% darkness / +3% light Changes damage: +12% mind Physical save: +12 (+5 eff.) Mental save: +11 (+4 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +7% fire / +7% cold Stamina each turn: +0.50 Maximum stamina: +15.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 20 arcane resource burn Changes stats: +3 Dex Spell save: +12 (+4 eff.) When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% On weapon hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Nylathadir the Splendourspitter (0 def, 3 armour) =WATER=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +20% cold / +3% mind / +6% temporal Allows you to breathe in: water Blindness immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 5 armour) =3CON/TSKIN=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.stabilizing iron helm of constitution (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Bokydunador the Stormoozer (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +2 Dex / +3 Con Changes resistances: +10% blight / +11% nature / +18% lightning Reduced damage from: +6% Unnatural See invisible: +12 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant dwarven-steel mail armour of the deep (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +12% blight / +7% cold / +13% darkness / +7% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.80 Stamina each turn: +0.70 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Glyth the Frigidbiter (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +4 Dex / +3 Cun / +3 Con Changes resistances: +9% cold Changes resistances penetration: +10% cold Changes damage: +9% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scumserpent (dig speed 38 turns) =4S+4D/25%NP/6%ND/38DIG=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Dex Changes resistances: +11% nature Changes resistances penetration: +25% nature Changes damage: +6% nature 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.crystalomancer's iron pickaxe (dig speed 37 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +20.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hettarek the Bogtreason =10%NPEN/5%MCRIT/3LIGHT=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances penetration: +10% nature Changes damage: +3% nature Physical save: +6 (+3 eff.) Mental crit. chance: +5% Light radius: +3 Healing mod.: +13% 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. |
Summertide Phial =+15LITEDMG/5LIGHT=Infused 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.(126 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot =5LCK/25%REM->SPD=Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
focusing iron torque of clear mind [power 1] (25 cooldown) =REMOVE->SLNC&CONF=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 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 175] (15 cooldown) =SILENCE=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Adonathiel the Cornac Wyrmic level 20
56th Haze 122nd year of Ascendancy at 12:15 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Adonathiel the Cornac Wyrmic level 11
20th Dusk 122nd year of Ascendancy at 14:40 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Adonathiel the Cornac Wyrmic level 20
11st Haze 122nd year of Ascendancy at 12:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Adonathiel the Cornac Wyrmic level 10
3rd Flare 122nd year of Ascendancy at 20:52 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Adonathiel the Cornac Wyrmic level 20
11st Haze 122nd year of Ascendancy at 12:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Adonathiel the Cornac Wyrmic level 7
9th Mirth 122nd year of Ascendancy at 04:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Adonathiel the Cornac Wyrmic level 7
1st Summertide 122nd year of Ascendancy at 05:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Adonathiel the Cornac Wyrmic level 17
65th Dusk 122nd year of Ascendancy at 21:57 see stats
Log
Adonathiel is no longer attuned.
Adonathiel tries to swallow Zubyriama the cave bear!
Adonathiel performs a melee critical strike against Zubyriama the cave bear!
Adonathiel attunes to the damage.
You collect a new ingredient: bear paw (1).
Adonathiel gains 0% of a turn from Ancestral Life.
Melee retaliation hits Adonathiel for 0 arcane, 0 arcane (0 total damage).
Adonathiel receives 61 healing from Zubyriama the cave bear.
Adonathiel hits Zubyriama the cave bear for (11 flat reduction), 243 nature, (11 flat reduction), 150 nature (394 total damage).
Adonathiel killed Zubyriama the cave bear!
Adonathiel picks up (B.): Bokydunador the Stormoozer (2 def, 4 armour).
Adonathiel cover of leaves falls apart.
Resting starts...
Talent Swallow is ready to use.
Adonathiel is no longer attuned.
Talent Corrosive Mist is ready to use.
Talent Prismatic Slash is ready to use.
Talent Ice Breath is ready to use.
Talent Corrosive Breath is ready to use.
Talent Leaves Tide is ready to use.
Rested for 74 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 9 turns (stop reason: hostile spotted to the north (Layyta the polar bear)).



































































































