











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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 30 / 62% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 106 (base 99) |
| Dexterity | 108 (base 99) |
| Constitution | 101 (base 99) |
| Magic | 104 (base 99) |
| Willpower | 110 (base 99) |
| Cunning | 109 (base 99) |
Resources
| Hate | 50/104 |
| Equilibrium | 80 |
| Vim | 216/216 |
| Life | 50520/50520 |
| Stamina | 214/235 |
| Paradox | 300 |
| Healing Factor | 1.5036838012659 |
| Regeneration | 7.8943399566462 |
Speed
| Mental | +11.38129468067% |
| Attack | +11.38129468067% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 127.13978947939 |
| See Invisible | 127.13978947939 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 193 |
| Accuracy | 74 |
| Crit Chance | 60% |
| APR | 24 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 72 |
| Accuracy | 74 |
| Crit Chance | 61% |
| APR | 22 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 56% |
| Speed | 0.89781682181644 |
Offense: Damage Bonus
| Acid | +47% |
| Blight | +19% |
| Physical | +33% |
| Cold | +49% |
| All | 0% |
| Lightning | +31% |
| Light | +15% |
| Mind | +19% |
| Darkness | +34% |
| Fire | +19% |
| Nature | +48% |
Offense: Damage Penetration
| Cold | +34% |
| Lightning | +29% |
| Acid | +39% |
| Darkness | +39% |
| Blight | +29% |
| Physical | +29% |
| Fire | +29% |
| Nature | +29% |
Defense: Base
| Armour (hardiness) | 40.50863224038 (94.051442452011%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 17 |
| Physical Save | 51 |
| Spell Save | 49 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 70%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Knockback Resistance | 28% |
| Confusion Resistance | 53% |
| Stun Resistance | 24% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Sniper | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 20% of the time and arcane sustains have a 2.0% chance to deactivate each turn. Antimagic Disruption |
Quests
All foes have the multiply talent! Infinite Dungeon Challenge (Level 10): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Glacierflash (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: Random Artifact: Carrionreeve (3 def, 1 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 68 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (68)Turns left: 36 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 24): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 293 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (293)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: Random Artifact: Emelisewe (14-20 power, 3 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Zubita (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +3 Str / +4 Dex / +2 Con / +8 Lck Changes resistances: +4% physical Stealth bonus: +7 Physical save: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 156, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 382.68 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | cashmere wizard hat 'Icewing' (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: +6 Cun / +9 Wil Changes resistances: +18% lightning / +15% cold / +5% mind Changes damage: +12% lightning / +13% mind Physical save: +7 (+2 eff.) Mental save: +26 (+6 eff.) Maximum psi: +14.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 226 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Forestraze (0 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Damage (Melee): 6 physical Changes stats: +4 Str Changes resistances: +3% acid / +6% darkness Changes damage: +9% nature / +4% physical Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +13.00 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. |
| Tool | Mayelle the steel torque of mindblast [power 150] (3/9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Mental save: +3 (+1 eff.) Mental crit. chance: +2% It can be used to blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 24% for 2 turns. * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Emelissra'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% acid / +20% cold / +9% light Changes damage: +10% cold Mental save: +11 (+3 eff.) Confusion immunity: +53% Rings make your fingers look great! |
| On fingers | gold ring 'Zanorodor'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% acid / +40% cold Changes damage: +10% acid / +20% cold Spell save: +3 (+1 eff.) Damage Shield penetration: +10% Rings make your fingers look great! |
| Around neck | ElanorInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Changes resistances: +13% nature / +13% blight Changes damage: +6% mind Talent mastery: +0.20 Wild-gift / Summoning (utility) Poison immunity: +20% Disease immunity: +24% Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Amulets make your neck look great! |
| In main hand | Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 52.00 arcane and 69.82 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+3 eff.) Spell crit. chance: +12% It can be used to activate talent Re-assemble (costing 16 power out of 27/27) : Effective talent level: 3.0 Power cost: 16 out of 27/27. Range: melee/personal Travel Speed: instantaneous Description: Reposition some of your bones, healing yourself for 2053. At level 5, you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once). This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| Around waist | Urygonarigrim the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +5 Mag / +4 Cun / +6 Lck Changes resistances: +3% temporal Trap disarming bonus: +14 Stealth bonus: +10 Spell save: +8 (+3 eff.) Mana each turn: +0.16 Maximum mana: +22.00 Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In off hand | Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 65% Dex, 35% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | Xeralle the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +7 (+2 eff.) Physical save: +6 (+2 eff.) Vim when firing critical spell: +1.00 Maximum psi: +10.00 Spell crit. chance: +1% Mindpower: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Winterpunish' (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% acid / +8% cold / +35% fire Changes resistances penetration: +10% acid / +5% cold Changes damage: +18% acid Allows you to breathe in: water A suit of armour made of metal plates. |
Inventory
Moon (10-13 power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Dex, 20% Mag Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Elyranor the steel greatmaul (38-57 power, 2 apr)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 nature Damage (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% acid Changes resistances penetration: +10% arcane Massive two-handed mauls. |
Colaryem (48-77 power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Jetviper the dwarven-steel longsword (22-31 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 light / +17 cold Damage (radius 1) on hit: +4 light / +8 darkness When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances: +3% darkness Changes resistances penetration: +7% physical Disarm immunity: +22% Sharp, long, and deadly. |
vined mindstar 'Sunwarden' (6-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 4 darkness Changes stats: +3 Mag / +1 Wil Changes resistances: +3% light Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +1.20 Maximum life: +31.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Brenydurand the Rootgrinder (20-24 power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes resistances: +10% acid Changes damage: +20% acid / +6% mind Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Eariharaleg the ash vilestaff (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Damage when hit (Melee): 4 blight Changes damage: +15% acid / +6% blight Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +35.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
NightworthCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +3% light / +9% darkness Changes damage: +3% darkness Stealth bonus: +5 Silence immunity: +20% Life regen: +4.00 A belt that goes around your waist. |
Fireblow (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: -5% Changes resistances: +6% acid / +3% temporal / +5% arcane Maximum encumbrance: +22 Physical save: +9 (+3 eff.) Infravision radius: +2 A pair of boots made of leather. |
Porudhemira (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +1 Dex / +6 Wil Changes resistances: +6% mind / +19% fire Mental save: +12 (+3 eff.) Maximum life: +24.00 A suit of armour made of mail. |
Murkhunger (15/17, 20-28 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 On weapon hit: * 20% chance to slow global speed by 65% * 20% chance to create vines that bind the target to the ground dealing 251 nature damage and pinning them for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 225 physical damage Travel speed: +200% Damage (Ranged): +4 nature / +12 cold / +20 mind Damage (radius 2) on crit: +9 cold Arrows are used with bows to pierce your foes to death. |
6 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Barkbrawn (21/21, 18-21 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon hit: * 10% chance to slow global speed by 65% Damage (Ranged): +5 darkness / +7 light Damage (radius 2) on crit: +4 acid Damage against: +6% Living / +9% Undead Shots are used with slings to pummel your foes to death. |
5 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
8 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
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By 777 the Cornac Wanderer level 2
76th Pyre 122nd year of Ascendancy at 00:04 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By 777 the Cornac Wanderer level 20
7th Flare 122nd year of Ascendancy at 13:56 see stats
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By 777 the Cornac Wanderer level 14
1st Summertide 122nd year of Ascendancy at 01:35 see stats
Infinite x20 (Nightmare (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By 777 the Cornac Wanderer level 25
9th Dusk 122nd year of Ascendancy at 15:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By 777 the Cornac Wanderer level 10
2nd Mirth 122nd year of Ascendancy at 12:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By 777 the Cornac Wanderer level 20
6th Flare 122nd year of Ascendancy at 04:24 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By 777 the Cornac Wanderer level 30
17th Dusk 122nd year of Ascendancy at 02:04 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By 777 the Cornac Wanderer level 22
4th Dusk 122nd year of Ascendancy at 17:54 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By 777 the Cornac Wanderer level 24
8th Dusk 122nd year of Ascendancy at 22:19 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By 777 the Cornac Wanderer level 28
13rd Dusk 122nd year of Ascendancy at 22:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By 777 the Cornac Wanderer level 18
3rd Flare 122nd year of Ascendancy at 03:33 see stats
Log
You gain 1.40 gold from the transmogrification of pouch of iron shots of wind (16/16, 14-17 power, 1 apr).
You gain 2.10 gold from the transmogrification of pouch of iron shots of crippling (18/18, 15-18 power, 1 apr).
You gain 2.70 gold from the transmogrification of scorching alchemist's lamp.
You gain 1.25 gold from the transmogrification of quiver of dragonbone arrows (21/21, 54-75 power, 18 apr).
You gain 1.38 gold from the transmogrification of chilling quiver of yew arrows (17/17, 32-46 power, 10 apr).
You gain 3.04 gold from the transmogrification of wrathful iron shield (0 def, 2 armour, 19.5 block).
You gain 6.74 gold from the transmogrification of enlightening dwarven-steel plate armour of the deep (0 def, 13 armour).
You gain 9.22 gold from the transmogrification of enlightening hardened leather armour of the hero (9 def, 6 armour).
You gain 7.17 gold from the transmogrification of enlightening dwarven-steel mail armour of command (10 def, 11 armour).
You gain 1.89 gold from the transmogrification of dwarven-steel mail armour of clarity (3 def, 8 armour).
You gain 15.34 gold from the transmogrification of Nerokira the Tundraworm (0 def, 4 armour).
You gain 10.74 gold from the transmogrification of brawler's voratun gauntlets of the starseeker (0 def, 3 armour).
You gain 8.05 gold from the transmogrification of stormwoven elven-silk robe of nature (+8%) (0 def, 0 armour).
You gain 1.68 gold from the transmogrification of mindwoven silk robe of corrosion (+24%) (0 def, 0 armour).
You gain 15.53 gold from the transmogrification of Lisewyn (9 def, 0 armour).
You gain 4.91 gold from the transmogrification of plaguebringer's dwarven-steel waraxe (22-31 power, 4 apr).
You gain 3.04 gold from the transmogrification of elemental steel waraxe of massacre (20-27 power, 3 apr).
You gain 1.60 gold from the transmogrification of chilling dwarven-steel waraxe (21-29 power, 4 apr).
You gain 7.66 gold from the transmogrification of caustic dwarven-steel steamgun.
You gain 6.45 gold from the transmogrification of infernal yew vilestaff (20-24 power, 4 apr, blight element).
You gain 8.62 gold from the transmogrification of ethereal yew starstaff of wizardry (20-24 power, 4 apr, darkness element).
You gain 4.21 gold from the transmogrification of cruel elm magestaff of illumination (10-12 power, 2 apr, cold element).
You gain 1.73 gold from the transmogrification of hardened leather sling of fire.
You gain 2.51 gold from the transmogrification of dwarven-steel mace of daylight (28-40 power, 4 apr).
You gain 1.73 gold from the transmogrification of flaming dwarven-steel greatsword of massacre (48-78 power, 2 apr).
You gain 2.42 gold from the transmogrification of arcing dwarven-steel greatsword of erosion (35-56 power, 2 apr).
You gain 1.85 gold from the transmogrification of flaming dwarven-steel greatmaul of massacre (54-81 power, 2 apr).
You gain 3.65 gold from the transmogrification of dwarven-steel dagger of shearing (16-21 power, 7 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You feel very confident walking into this place.



































































































