










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! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Shalore |
| Class | Shadowblade |
| Level / Exp | 13 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Norgos, the Guardian at level 13 on the 28th Dusk 122nd year of Ascendancy at 12:08 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 22 (base 21) |
| Constitution | 14 (base 10) |
| Magic | 30 (base 19) |
| Willpower | 13 (base 10) |
| Cunning | 31 (base 30) |
Resources
| Life | -64/255 |
| Mana | 97/187 |
| Stamina | 64/154 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 2.5589014492508 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 50 |
| Crit Chance | 21% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 50 |
| Crit Chance | 26% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +3% |
| Arcane | +15% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 20 |
| Mental Save | 15 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 17%( 70%) |
| Mind | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 20% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 242 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
Effects
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Belileg (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Armour: +9 Changes resistances: +3% mind / +6% darkness Knockback immunity: +10% Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
| Light source | 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.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat 'Kilnfist' (6 def, 0 armour) =3c=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +5% fire Changes damage: +3% physical Equilibrium when hit: +0.70 Psi when hit: +0.90 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Magmaradiance' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Damage (Melee): 6 fire Damage when hit (Melee): 2 fire Changes resistances: +3% blight / +6% fire Changes damage: +4% fire Blindness immunity: +10% When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick elm wand of lightning storm [power 104] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 20 lightning damage and will be dazed for 1 turn (104 total damage) Activation puts all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Bethudanne the BrightveinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +1% physical / +9% darkness / +3% fire Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | wizard's copper ring =3m=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
| In main hand | Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | rough leather belt 'Winterborn'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +4 Changes resistances: +6% cold Critical mult.: +11.00% Stamina each turn: +3.00 A belt that goes around your waist. |
| In off hand | balanced steel dagger of paradox (104% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Changes resistances: +8% temporal Disarm immunity: +20% Sharp, short and deadly. |
| Cloak | Blizzarddash (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+6 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% cold Physical save: +3 (+3 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+7 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
healing infusion of the wizard (heal 101; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 23; cd 14)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: 14 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 23 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. 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. |
Staroath =3m2l=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +3 Mag Changes resistances: +9% light / +3% temporal Changes damage: +6% temporal Light radius: +2 Amulets make your neck look great! |
Withering OrbsInfused 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 (+3 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... |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
titan's copper ring =3c=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+6 eff.) Rings make your fingers look great! |
iron dagger (97% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (100% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
steel waraxe 'Mayuba' (118% power, 3 apr) =4d4cu4c=Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 39% Damage (Melee): +7 nature When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +4 Dex / +3 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances: +6% nature One-handed war axes. |
Blazewreck the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +3% light / +5% cold Critical mult.: +10.00% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+7 eff.) A belt that goes around your waist. |
rough leather belt 'Chalezor' =2stam=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +3 (+1 eff.) Changes resistances: +1% physical Changes damage: +3% arcane Spell save: +6 (+3 eff.) Stamina each turn: +2.00 Mana when firing critical spell: +2.00 Spell crit. chance: +4% Size category: +1 A belt that goes around your waist. |
Erelydunanik (1 def, 0 armour) =2c=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Str / +1 Dex / +2 Con Changes damage: +9% temporal Physical save: +12 (+10 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xonor the Weepgrinder (1 def, 0 armour) =1cu2d=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% nature / +3% light See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muredin the linen robe (0 def, 0 armour) =3cu=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 14 Changes stats: +3 Cun Changes resistances: +18% lightning / +7% all Changes damage: +12% lightning Psi when hit: +0.08 Maximum hate: +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) =4s4cu=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Scorchbender the pair of iron boots (0 def, 3 armour) =3c=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 fire Changes stats: +3 Con / +3 Wil Changes resistances: +15% acid / +3% temporal / +3% light Changes resistances penetration: +6% physical Changes damage: +3% fire Disarm immunity: +10% Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Shiverrot (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% darkness Changes resistances penetration: +5% light / +15% cold Changes damage: +6% cold Life regen: +2.00 Light radius: +3 Healing mod.: +11% A pair of boots made of leather. |
pair of iron boots 'Arcpassion' (0 def, 3 armour) =3cu3l=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% lightning Changes damage: +6% lightning / +3% mind Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloryrin the iron helm (0 def, 3 armour) =wate=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +8% cold Changes damage: +6% mind Allows you to breathe in: water Spell save: +3 (+2 eff.) Vim when firing critical spell: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islaseth the Tidesmash (0 def, 1 armour) =3s=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 29% Changes stats: +3 Str Changes resistances penetration: +25% acid Changes damage: +3% fire / +9% cold It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 23.6 Physical damage. If the attack hits, the target is confused (31% effect) for 5 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. |
Shockblight the linen wizard hat (1 def, 2 armour) =10phase=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +6% lightning Disease immunity: +20% Psi each turn: +0.13 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
insulating rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% fire / +6% cold A cap made of leather. |
iron helm 'Eclipseclash' (0 def, 3 armour) =3d=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 Dex Changes damage: +6% arcane / +6% darkness Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 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.linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
4 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. |
103 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. |
Berildil the Strikeprophet (dig speed 30 turns) =20multi=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances penetration: +5% lightning Critical mult.: +20.00% Mental save: +3 (+3 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern 'Aryvena' =8w=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +8 Wil Changes resistances: +3% acid Changes damage: +6% mind / +12% arcane 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. |
brass lantern 'Morninghash' =7l=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances penetration: +5% blight / +10% lightning Changes damage: +15% blight Light radius: +7 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 (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. |
extending iron torque of psionic shield [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Xanora' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 10% chance to slow global speed by 39% Changes resistances: +9% blight / +3% cold Changes damage: +3% mind Mental save: +6 (+5 eff.) Mindpower: +10 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 95 Armor: 0 All Resist: 4 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
6 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By WhiteLordTheBaneOfNiggers the Shalore Shadowblade level 10
2nd Flare 122nd year of Ascendancy at 02:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By WhiteLordTheBaneOfNiggers the Shalore Shadowblade level 10
2nd Flare 122nd year of Ascendancy at 01:59 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By WhiteLordTheBaneOfNiggers the Shalore Shadowblade level 13
27th Dusk 122nd year of Ascendancy at 21:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By WhiteLordTheBaneOfNiggers the Shalore Shadowblade level 9
7th Mirth 122nd year of Ascendancy at 00:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By WhiteLordTheBaneOfNiggers the Shalore Shadowblade level 10
6th Dusk 122nd year of Ascendancy at 16:30 see stats
Log
WhiteLordTheBaneOfNiggers performs a melee critical strike against Norgos, the Guardian!
WhiteLordTheBaneOfNiggers performs a melee critical strike against Norgos, the Guardian!
WhiteLordTheBaneOfNiggers hits Norgos, the Guardian for (21 flat reduction), 31 physical, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (21 flat reduction), 4 physical, (5 flat reduction), 0 temporal, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness (40 total damage).
Norgos, the Guardian hits WhiteLordTheBaneOfNiggers for (66 to time), 0 physical (0 total damage).
Melee retaliation hits Norgos, the Guardian for (2 flat reduction), 0 fire (0 total damage).
Flurry is still on cooldown for 2 turns.
WhiteLordTheBaneOfNiggers uses Dual Strike.
Norgos, the Guardian is stunned!
WhiteLordTheBaneOfNiggers performs a melee critical strike against Norgos, the Guardian!
WhiteLordTheBaneOfNiggers hits Norgos, the Guardian for (21 flat reduction), 4 physical, (5 flat reduction), 0 temporal, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (21 flat reduction), 58 physical, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness (67 total damage).
Norgos, the Guardian is not stunned anymore.
Norgos, the Guardian has recovered!
WhiteLordTheBaneOfNiggers hits Norgos, the Guardian for (21 flat reduction), 12 physical, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (19 flat reduction), 0 physical, (5 flat reduction), 0 temporal, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness (18 total damage).
Talent Flurry is ready to use.
WhiteLordTheBaneOfNiggers uses Flurry.
WhiteLordTheBaneOfNiggers performs a melee critical strike against Norgos, the Guardian!
WhiteLordTheBaneOfNiggers performs a melee critical strike against Norgos, the Guardian!
WhiteLordTheBaneOfNiggers hits Norgos, the Guardian for (21 flat reduction), 5 physical, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (12 flat reduction), 0 physical, (5 flat reduction), 0 temporal, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (21 flat reduction), 22 physical, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (16 flat reduction), 0 physical, (5 flat reduction), 0 temporal, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (21 flat reduction), 3 physical, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness, (13 flat reduction), 0 physical, (5 flat reduction), 0 temporal, (15 flat reduction), 0 light, (5 flat reduction), 0 fire, (21 flat reduction), 3 darkness (46 total damage).
Norgos, the Guardian throws two quick punches.
Norgos, the Guardian performs a melee critical strike against WhiteLordTheBaneOfNiggers!
Your time shield crumbles under the damage!
The fabric of time around WhiteLordTheBaneOfNiggers stabilizes to normal.
The powerful time-altering energies generate a restoration field on WhiteLordTheBaneOfNiggers.
Norgos, the Guardian hits WhiteLordTheBaneOfNiggers for (6 to time), 102 physical, 70 physical (172 total damage).
Melee retaliation hits Norgos, the Guardian for (2 flat reduction), 0 fire, (2 flat reduction), 0 fire (0 total damage).
WhiteLordTheBaneOfNiggers the level 13 shalore shadowblade was torn limb from limb to death by Norgos, the Guardian and was feasted upon by wolves on level 3 of Norgos Lair.





























































































