










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 19 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Mayoriara the elven mage at level 15 on the 22nd Profit 122nd year of Ascendancy at 09:26 / 2Killed by Ce'Nissra the gigantic corrosive tunneler at level 19 on the 12nd Dearth 122nd year of Ascendancy at 10:36 |
Primary Stats
| Strength | 27 (base 15) |
| Dexterity | 35 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 61 (base 45) |
| Willpower | 57 (base 34) |
| Cunning | 28 (base 12) |
Resources
| Life | -115/489 |
| Mana | 388/463 |
| Equilibrium | 49 |
| Healing Factor | 1.3291723257555 |
| Regeneration | 4.3198100587054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 50 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 50 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Arcane | +12% |
| Cold | +12% |
| All | 0% |
| Darkness | +6% |
| Physical | +16% |
| Mind | +18% |
| Fire | +13% |
| Nature | +8% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +5% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 21 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 60% |
| Confusion Resistance | 62% |
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
| Poison Resistance | 50% |
| Blind Resistance | 28% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 854% for 10 turns (0 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 551% 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
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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: * You've found the needed length of troll intestine. * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 |
Equipment
| On feet | Samithel (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +2 Str / +4 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
| Light source | EmelessraInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil Changes damage: +6% mind Critical mult.: +5.00% Confusion immunity: +20% Pinning immunity: +10% Light radius: +3 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aerura (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +6% acid / +18% cold / +10% darkness / +8% physical Changes damage: +6% darkness / +12% cold / +12% arcane / +8% physical Maximum hate: +6.00 Maximum vim: +20.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Emisewen' (15 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +2 Armour: +6 Defense: +15 (+5 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +6 Dex Physical save: +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash wand of shielding 'Hanurek' [power 182] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% nature / +3% lightning Mental save: +6 (+2 eff.) Disease immunity: +20% 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 16 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Increase all damage by 13% 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 | Lorechik the VoidresolveInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 10 mind Changes stats: +2 Str / +3 Dex Changes resistances: +26% fire Changes resistances penetration: +10% mind / +5% darkness Changes damage: +13% fire Reduces incoming crit damage: 10.00% Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Urolasin the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +1 Cun Changes resistances: +14% lightning / +2% physical / +12% light / +12% darkness Blindness immunity: +28% Stun/Freeze immunity: +21% Only die when reaching: -20.00 life Mental crit. chance: +2% Amulets make your neck look great! |
| In main hand | Glorydamina the dwarven-steel shield (0 def, 6 armour, 30-36 power, 83.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 10 cold Damage when hit (Melee): 4 ice Changes stats: +6 Con Changes damage: +12% mind Talent granted: +1 Block Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+3 eff.) Infravision radius: +2 Handheld deflection devices. |
| Around waist | rough leather belt 'Saluratta'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +20% Summoned Critical mult.: +10.00% Psi when hit: +0.04 Only die when reaching: -40.00 life Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Hazebore' (0 def, 6 armour, 31-37 power, 84.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (radius 1) on hit: +8 cold When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 8 cold Damage when hit (Melee): 5 ice / 4 fire Changes stats: +8 Dex / +5 Wil Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Betossra' (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% chance to reduce armor by 31% Changes resistances penetration: +10% arcane Changes damage: +3% blight Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Maximum mana: +20.00 Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 19 power out of 50/50) : Effective talent level: 2.0 Power cost: 19 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.99 to 158.97 lightning damage (105.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
shielding rune of the warrior (absorb 209; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Its effects scale with your Strength 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. |
copper amulet 'Noonsquall'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +3% light Changes resistances penetration: +15% cold Changes damage: +3% light Life regen: +1.00 Amulets make your neck look great! |
copper amulet 'Voidpunish'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +5% darkness Changes damage: +6% darkness Reduces incoming crit damage: 5.00% Blindness immunity: +10% Disarm immunity: +10% Confusion immunity: +20% Amulets make your neck look great! |
Politira the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +5% blight Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +24% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 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 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of daylight (30-46 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 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): +7 light Damage against: +13% Undead Massive two-handed battleaxes. |
Bokodokath the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +10% blight / +20% mind Life regen: +0.70 Maximum psi: +10.00 Mindpower: +5 (+1 eff.) Healing mod.: +10% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Belekira (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% lightning / +5% arcane / +6% mind Confusion immunity: +20% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Floeguile the cashmere cloak (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +4.0% Armour: +10 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +1 Str / +4 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven Rags of the Sanctuary of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +11% physical Changes damage: +11% physical Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 34% (based on Cunning) Activation costs 38 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
grounding pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal Movement speed: +25% A pair of boots made of leather. |
Isakira the Thunderblast (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +1 Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +3% nature / +3% physical Changes damage: +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Vorumiwe the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 31% Damage (Melee): 6 mind Changes resistances: +5% mind Changes damage: +4% mind Mana each turn: +0.04 Only die when reaching: -20.00 life Maximum mana: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Breezeorder' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes stats: +1 Wil Changes resistances: +6% light / +3% nature Changes damage: +4% light Psi when hit: +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rageyabers the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +2 Str / +2 Mag / +2 Cun Changes resistances: +11% light / +11% darkness See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Con Changes damage: +5% arcane Mana each turn: +0.10 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 5.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Murkbrand the iron shield (0 def, 2 armour, 10-11 power, 23 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +23 Damage (Melee): +4 darkness When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +15% lightning / +3% mind Changes resistances penetration: +10% darkness / +15% mind Changes damage: +3% darkness Talent granted: +1 Block Handheld deflection devices. |
Plaguepanic (0 def, 4 armour, 14-16 power, 37.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +12 mind When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 6 nature On shield block: * Cause enemies within radius 6 to bleed for 154 physical damage over 5 turns (1/turn) Changes resistances: +9% nature Changes damage: +6% temporal Talent granted: +1 Block Mental crit. chance: +2% Handheld deflection devices. |
iron shield 'Boltslicer' (0 def, 2 armour, 8-10 power, 24 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 Damage (radius 1) on hit: +8 fire When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 2 lightning Changes resistances: +15% cold Changes resistances penetration: +10% lightning Talent granted: +1 Block Handheld deflection devices. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
265 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bokasadan the Prismmortal (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% acid / +11% nature / +6% light Changes resistances penetration: +10% nature Changes damage: +5% nature / +3% acid Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(114 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 153 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Saki the Drem Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 21:45 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Saki the Drem Stone Warden level 15
22nd Profit 122nd year of Ascendancy at 09:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Saki the Drem Stone Warden level 8
28th Voratun 122nd year of Ascendancy at 09:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Saki the Drem Stone Warden level 14
20th Profit 122nd year of Ascendancy at 14:20 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Saki the Drem Stone Warden level 15
22nd Profit 122nd year of Ascendancy at 09:26 see stats
Log
Saki hits Ce'Nissra the gigantic corrosive tunneler for (5 to psi shield), 8 nature, 29 cold, 18 arcane, (10 to psi shield), 15 nature, 28 cold, 18 arcane, 13 cold (129 total damage).
Melee retaliation hits Ce'Nissra the gigantic corrosive tunneler for 10 mind, 2 fire, 8 arcane, 9 cold (29 total damage).
Stone Vine from Saki hits Ce'Nissra the gigantic corrosive tunneler for (8 to psi shield), 12 nature, 20 arcane (31 total damage).
Ce'Nissra the gigantic corrosive tunneler's Beyond the Flesh hits Saki for 155 physical, 21 physical, (6 flat reduction), 9 fire (185 total damage).
Saki casts Stone Spikes.
Ce'Nissra the gigantic corrosive tunneler starts to bleed.
Ce'Nissra the gigantic corrosive tunneler is poisoned!
Ce'Nissra the gigantic corrosive tunneler is silenced!
Ce'Nissra the gigantic corrosive tunneler is disarmed!
Saki hits Ce'Nissra the gigantic corrosive tunneler for 61 arcane, (27 to psi shield), 41 physical (102 total damage).
Ce'Nissra the gigantic corrosive tunneler activates his totem!
Ce'Nissra the gigantic corrosive tunneler hits Saki for (4 flat reduction), 31 nature (31 total damage).
Ce'Nissra the gigantic corrosive tunneler deactivates Thermal Aura.
Saki is on fire!
Burning from Ce'Nissra the gigantic corrosive tunneler hits Saki for (4 flat reduction), 17 fire (17 total damage).
Ce'Nissra the gigantic corrosive tunneler hits Saki for (4 flat reduction), 59 fire (59 total damage).
Acid Splash from Ce'Nissra the gigantic corrosive tunneler hits Saki for (2 flat reduction), 0 acid (0 total damage).
Sand-drake breathes sand!
Saki resists the effect 'Blinded'!
Ce'Nissra the gigantic corrosive tunneler slows down.
Ce'Nissra the gigantic corrosive tunneler's Beyond the Flesh performs a melee critical strike against Saki!
Melee retaliation hits Ce'Nissra the gigantic corrosive tunneler for 10 mind, 2 fire, 8 arcane, 9 cold (29 total damage).
Insidious Poison from Saki hits Ce'Nissra the gigantic corrosive tunneler for (5 to psi shield), 7 nature (7 total damage).
Bleeding from Saki hits Ce'Nissra the gigantic corrosive tunneler for (7 to psi shield), 11 physical (11 total damage).
Stone Vine from Saki hits Ce'Nissra the gigantic corrosive tunneler for (8 to psi shield), 12 nature, 20 arcane (31 total damage).
Black Blood Bleeding from Saki hits Ce'Nissra the gigantic corrosive tunneler for 18 darkness damage.
Ce'Nissra the gigantic corrosive tunneler's Beyond the Flesh hits Saki for 158 physical damage.
Sand-drake hits Saki for 159 physical damage.
Sand-drake hits Ce'Nissra the gigantic corrosive tunneler for (60 to psi shield), 90 physical (90 total damage).
Saki the level 19 drem stone warden was mutilated to death by Ce'Nissra the gigantic corrosive tunneler on level 4 of Sandworm lair.






















































































