











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| 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 1.7.0Donators/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 | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 20 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Azimdasp the shalore at level 20 on the 1st Regrowth 123rd year of Ascendancy at 14:38 / 1 |
Primary Stats
| Strength | 50 (base 44) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 50 (base 45) |
| Willpower | 10 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -233/510 |
| Positive | 30/107 |
| Stamina | 157/157 |
| Healing Factor | 1.282941519274 |
| Regeneration | 5.4525014569145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 56 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +8% |
| Physical | +3% |
| Cold | +7% |
| All | 0% |
| Darkness | +12% |
| Light | +51% |
| Fire | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +15% |
| Fire | +5% |
| Darkness | +10% |
| Cold | +8% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 37.5 (80%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 26 |
| Physical Save | 27 |
| Spell Save | 20 |
| Mental Save | 18 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 21%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 11%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 54% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 206.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 557% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 5 times. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
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 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 green worm. * You've found the needed orc heart. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol 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.' * You've found the needed sandworm tooth. * You've found the needed bear paw. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Kindleglean' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +5 Con Changes resistances: +2% physical Changes resistances penetration: +5% fire Physical save: +11 (+5 eff.) Mental save: +10 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Prismfame' (0 def, 1 armour) =WATERBREATH=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 cold Changes resistances: +3% light / +6% cold Changes resistances penetration: +5% nature Changes damage: +3% nature / +18% light Allows you to breathe in: water Light radius: +1 A cap made of leather. |
| On hands | Xeramina (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 blight / 6 nature Changes stats: +2 Cun / +3 Mag Changes resistances: +12% blight / +5% darkness / +6% nature / +6% light Changes damage: +8% blight / +5% nature / +6% acid Infravision radius: +1 When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +7 blight / +16 darkness / +6 nature / +14 light It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 54.72 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | piercing steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Festerripper =DEX=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +26 (+8 eff.) Defense: +5 (+3 eff.) Changes stats: +3 Dex / +1 Con Changes resistances: +6% nature / +6% fire Critical mult.: +5.00% Rings make your fingers look great! |
| On fingers | steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 15 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
| Around neck | GetirathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +6 Str / +1 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | elemental iron longsword of crippling (10-14 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 61 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +8% cold Changes damage: +7% cold Sharp, long, and deadly. |
| Around waist | Beodeleg the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +2 Dex Changes resistances: +6% lightning / +6% temporal / +5% arcane / +3% blight Changes resistances penetration: +5% acid Stun/Freeze immunity: +10% A belt that goes around your waist. |
| In off hand | exposing dwarven-steel shield of earthen fury (0 def, 7 armour, 29-35 power, 80.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * Deal physical damage equal to your armor (38) When wielded/worn: Armour: +7 Fatigue: +8% Effects on melee hit: * 7% chance to reduce all saves and defense by 7 Effects when hit in melee: * 12% chance to reduce all saves and defense by 7 Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Sootvalor the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 light Changes resistances: +10% cold Changes resistances penetration: +10% darkness / +15% light Changes damage: +12% light / +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Polavena the steel mail armour (12 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Armour: +6 Defense: +12 (+6 eff.) Fatigue: +12% Changes resistances: +17% lightning Changes damage: +3% physical Life regen: +1.00 Maximum life: +58.00 Healing mod.: +12% A suit of armour made of mail. |
Inventory
heroism infusion of the warrior (die at -446; dur 6; cd 35)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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -446 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 892 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
acid wave rune of the wizard (damage 174; dur 4; cd 23)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 173.84 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic 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. |
Shadescar =CON=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Con Changes resistances: +10% mind Changes resistances penetration: +15% darkness / +10% fire Reduces incoming crit damage: 15.00% Confusion immunity: +23% Amulets make your neck look great! |
Elytha the copper ring =CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +12% acid Disease immunity: +10% Mana each turn: +0.12 Spellpower: +5 (+2 eff.) Infravision radius: +1 Rings make your fingers look great! |
Eremodin =CUN RES=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning / +6% cold / +6% nature / +3% acid Changes damage: +11% lightning Spellpower: +5 (+2 eff.) Mindpower: +7 (+7 eff.) Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +23% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
psionicist's steel ring of aether (+12%) =WIL=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% arcane Changes damage: +12% arcane Mental save: +6 (+4 eff.) Rings make your fingers look great! |
steel onyx ring =STR CON=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +8 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +8 Con Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
Arthihor the Growsmash (10-14 power, 5 apr) =WIL CON=Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +5 Con / +6 Wil Changes resistances: +9% nature Changes damage: +3% nature Maximum life: +10.00 Sharp, short and deadly. |
Issisadur the steel dagger (12-16 power, 8 apr) =WIL CON=Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +6 Con / +6 Wil Changes resistances: +9% blight Disarm immunity: +20% Stamina each turn: +1.00 Maximum life: +36.00 Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) =DEX=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr) =ĐĄCUN DEX=Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
enhanced iron mace (12-18 power, 2 apr) =STATS=Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Blunt and deadly. |
rough leather belt 'Hettyhek' =CON=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +2 Con Changes resistances: +6% darkness Physical save: +3 (+1 eff.) Mental save: +6 (+4 eff.) Stamina each turn: +2.00 Only die when reaching: -20.00 life Mindpower: +3 (+3 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +8% blight Mana each turn: +0.13 Maximum mana: +25.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Forestreeve' (6 def, 0 armour) =CON=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Dex / +1 Cun / +4 Con Changes resistances penetration: +5% nature Critical mult.: +5.00% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudblight (0 def, 0 armour) =CUN=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +9 Cun Changes resistances: +25% blight / +11% all Changes resistances penetration: +5% lightning / +15% blight Changes damage: +20% light / +16% darkness Critical mult.: +15.00% Life regen: +3.80 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +70.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =WIL CON=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+9 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Blindwolf the pair of rough leather boots (0 def, 1 armour) =BLINK=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 temporal Changes stats: +2 Mag / +3 Wil Changes resistances: +3% darkness / +3% temporal Changes resistances penetration: +10% fire Changes damage: +9% temporal It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Dagilin the Flashriver (20 def, 1 armour) =TP RES=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+10 eff.) Damage (Melee): 7 light Changes resistances: +6% light / +6% nature Changes damage: +4% light Teleport immunity: +20% Only die when reaching: -60.00 life Light radius: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Dex, 40% Str, 40% Cun 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: Searing Light (20% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves of dexterity (+2) (0 def, 2 armour) =DEX CUN=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Changes stats: +2 Str / +5 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arimina the Strikeream (0 def, 1 armour) =CON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes damage: +9% lightning Physical save: +3 (+1 eff.) A cap made of leather. |
miner's iron helm of strength (+3) (0 def, 4 armour) =STR=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Str Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant iron mail armour of delving (2 def, 4 armour) =TRACK=Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +1 Wil Changes resistances: +11% blight / +5% physical / +21% darkness Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Wildspire the brass lantern =CON WIL=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Con Changes resistances penetration: +5% nature Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Maximum life: +42.00 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
piercing iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 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. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of stinging [power 158] (23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 171 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power. |
Eilinenne [power 122] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +5% mind Critical mult.: +5.00% Maximum hate: +6.00 Mindpower: +15 (+11 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Loamparry' [power 122] (20 cooldown) =CON=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Dex / +7 Con Changes resistances penetration: +5% nature Stamina each turn: +3.00 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
7 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 FlexPal2 the Cornac Sun Paladin level 12
23rd Dusk 122nd year of Ascendancy at 21:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By FlexPal2 the Cornac Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 17:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By FlexPal2 the Cornac Sun Paladin level 20
14th Haze 122nd year of Ascendancy at 17:45 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By FlexPal2 the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 05:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By FlexPal2 the Cornac Sun Paladin level 9
3rd Mirth 122nd year of Ascendancy at 06:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By FlexPal2 the Cornac Sun Paladin level 9
6th Mirth 122nd year of Ascendancy at 00:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By FlexPal2 the Cornac Sun Paladin level 18
10th Haze 122nd year of Ascendancy at 16:09 see stats
Log
FlexPal2 unleashes the stored damage in retribution!
Your shield crumbles under the damage!
The shield around FlexPal2 crumbles.
Brokrci the halfling shrugs off the effect 'Blinded'!
FlexPal2 hits Something for 335 light damage.
FlexPal2 hits Something for 269 light damage.
Searing Sight hits Brokrci the halfling for 15 light damage.
Curse of Death from Azimdasp the shalore hits FlexPal2 for (25 absorbed), (23 absorbed), 17 darkness (17 total damage).
Brokrci the halfling casts Neverending Peril.
FlexPal2 activates Chant of Resistance.
FlexPal2 is cured!
FlexPal2 deactivates Chant of Fortitude.
Something hits FlexPal2 for 45 fire damage.
FlexPal2 uses Infusion: Movement.
FlexPal2 is moving at extreme speed!
FlexPal2 is cursed.
FlexPal2 shrugs off the effect 'Pacification Hex'!
Waldaneli the halfling casts Moonlight Ray.
Waldaneli the halfling's spell attains critical power!
Waldaneli the halfling loses sight!
LIFE LOST WARNING!
Searing Sight hits Waldaneli the halfling for 10 light damage.
Searing Sight hits Brokrci the halfling for 15 light damage.
Waldaneli the halfling hits FlexPal2 for 409 darkness damage.
Curse of Death from Azimdasp the shalore hits FlexPal2 for 73 darkness damage.
Something hits FlexPal2 for 289 blight damage.
FlexPal2 the level 20 cornac sun paladin was plagued to death by Azimdasp the shalore on level 1 of Ambush!.



























































































