









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Adventurer |
| Level / Exp | 21 / 15% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 2031 (base 50) |
| Dexterity | 4079.5623058987 (base 50) |
| Constitution | 3227.5623058987 (base 50) |
| Magic | 805 (base 50) |
| Willpower | 104.56230589875 (base 50) |
| Cunning | 1299 (base 50) |
Resources
| Mana | 443/573 |
| Negative | 85/85 |
| Life | 19894/19894 |
| Paradox | 300 |
| Soul | 80/80 |
| Steam | 1350/1350 |
| Hate | 77/100 |
| Equilibrium | 40 |
| Vim | 2616/2622 |
| Insanity | 29/100 |
| Positive | 70/70 |
| Stamina | 221/291 |
| Psi | 529/584 |
| Healing Factor | 2.5 |
| Regeneration | 1556.6874064912 |
Speed
| Mental | +253.43942878988% |
| Attack | +97.861318765339% |
| Movement | +5316.3162185153% |
| Spell | +1488.569758626% |
| Global | +99.999838101095% |
Vision
| Sight | 24 |
| Lite | 71 |
| Infravision | 84 |
| See Stealth | 1644.3569812353 |
| See Invisible | 1687.9192871341 |
Offense: Barehand
| Damage | 1403 |
| Accuracy | 572 |
| Crit Chance | 1327% |
| APR | 553 |
| Speed | 0.23 |
Offense: Spell
| Spellpower | 803 |
| Crit Chance | 100% |
| Speed | 0.062949706462053 |
Offense: Mind
| Mindpower | 218 |
| Crit Chance | 100% |
| Speed | 0.50540449555276 |
Offense: Damage Bonus
| Darkness | +2129% |
| Light | +1982% |
| Blight | +147% |
| Nature | +20% |
| Fire | +1982% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 2157.0820204977 (30%) |
| Defense | 589 |
| Ranged Defense | 589 |
| Fatigue | 0 |
| Physical Save | 299 |
| Spell Save | 510 |
| Mental Save | 140 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +235%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 80%( 80%) |
| Mind | + 70%( 70%) |
| Darkness | + 89%( 89%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 99% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| 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) Won't Break Stealth: 100% 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: 16 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 832% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 130.1 steam per turn. Can be activated for an instant burst of 650 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (10% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 625% for 10 turns (9252 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Scourge | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Plague | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced-golemancy | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Focus | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Void | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Demented / Path of horror | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Rampage | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Eradication | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Glyphs | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Torture | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Earth | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Voracity | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Glacial waste | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Projection | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Oozing blades | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Age of dusk | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Blight | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Eyal's fury | 50.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Darkness | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cursed / Predator | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Rot | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Ambush | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Shadow magic | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Slow death | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Tentacles | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Explosive admixtures | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Death | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Air | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Aether | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Corruption / Doom covenant | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Master necromancer | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Doom | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Dream Forge | 50.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Staff combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Chronomancy | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Calamity | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Dark sustenance | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Infestation |
| talent | Weapon Folding |
| talent | Chaos Orbs |
| talent | Shielding |
| talent | Kinetic Aura |
| talent | Arcane Feed |
| talent | Spikes of Decrepitude |
| talent | Energy Decomposition |
| talent | Bone Shield |
| talent | Abyssal Shield |
| talent | Horrifying Blows |
| talent | Gloom |
| talent | Absorb Life |
| talent | Dark Ritual |
| talent | Mitosis |
| talent | Jinxed Touch |
| talent | Apply Poison |
| talent | Forge Shield |
| talent | Elemental Harmony |
| talent | Icy Skin |
| talent | Hymn Nocturnalist |
| talent | Shadow Feed |
| talent | Elemental Discord |
| talent | Revelation |
| talent | Blood Vengeance |
| talent | Ruin |
| talent | Overkill |
| talent | Grand Oration |
| talent | Augmentation |
| talent | Weapon of Wrath |
| talent | Pace Yourself |
| talent | Hymn of Shadows |
| talent | Daunting Presence |
| talent | Chant of Resistance |
| talent | Kinetic Shield |
| talent | Hiemal Shield |
| talent | Weapon of Light |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 19.8)Penalty : Fractured Sanity: +0% Mind Resistance, +0% Confusion Immunity Power 1+: Unleashed: +59% critical damage, +33% off-hand weapon damage Power 2+: -1 Luck, +39 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 218% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 5.3% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey125% Received damage reduction against: - Air |
| beneficial effect | The thrill of combat improves the target's maximum life by 46%, life regeneration by 206.21, and stamina regeneration by 41.24. Bloodbath |
| beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (7.0 counters remaining) Counter Attacking |
| beneficial effect | The target is moving is 749% faster. 3 Celerity |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+99% resist all). Shroud of Passing |
| beneficial effect | Linked to their horror ally gaining 121% all damage resistance. Shared Insanity |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 19.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 0% when tested. Power 1+: Removed from Reality: +21 Physical Resistance, +10 Maximum Physical Resistance Power 2+: -1 Luck, +39 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 85 mind and 1894 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 37 nightmare (summon Terrors and chances to slow, deal 137 Mind damage, and deal 3049 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Improves/gives invisibility (power 1168), reducing damage dealt by 40%. Invisibility |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 20.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 0%) for 4 turns. Power 1+: Nightwalker: +83 Darkness Resistance, +19% Max Darkness Resistance, +44 See Invisible Power 2+: -1 Luck, +41 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 99% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 99% for 3 turns. |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | restorative pair of rough leather boots of disengagement (Shrouds) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +5 Cun / +8 Dex Life regen: +1.00 Healing mod.: +11% Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On fingers | Shiverwinnow (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +8 Armour: +15 Defense: +52 (+2 eff.) Changes stats: +17 Wil Changes resistances: +10% nature / +12% blight Changes resistances penetration: +10% cold Mental save: +34 (+5 eff.) Poison immunity: +42% Disease immunity: +19% Life regen: +4.00 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | savior's voratun amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +55 (+3 eff.) Spell save: +43 (+1 eff.) Mental save: +43 (+6 eff.) Curse of Shrouds Amulets make your neck look great! |
| Quiver | 45 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
Inventory
medical injector implant (efficiency 81% / cooldown 96%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 96%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet of magic (+2) (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Curse of Misfortune Amulets make your neck look great! |
Eclipsemaim (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +28% light Changes resistances penetration: +20% arcane Changes damage: +14% light / +9% blight Mana each turn: +0.20 Maximum vim: +40.00 Spellpower: +30 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Rings make your fingers look great! |
copper ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Madness Rings make your fingers look great! |
Shantiz the Stormblade (Misfortune) (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Mag, 0% Cun Damage type: Physical Mastery: Dagger Mastery 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. Curse of Misfortune This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (Madness) (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: 55% Dex, 35% Cun, 0% 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 (+1 eff.) Curse of Madness A thin, dark dagger that seems to meld seamlessly into the shadows. |
elemental iron greatsword of crippling (Nightmares) (16-25 power, 1 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 549 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: +7.0% Changes resistances penetration: +7% cold Changes damage: +7% cold Curse of Nightmares Massive two-handed swords. |
Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Spit Poison (costing 1 power out of 8/8) : Effective talent level: 2.0 Power cost: 1 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 981.50 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Kor's Fall (Nightmares) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Nightmares It can be used to activate talent Bone Spear (costing 1 power out of 6/6) : Effective talent level: 150.0 Power cost: 1 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 7430.82 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (14862). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (Misfortune) (20-28 power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Band of Protection (Misfortune)Powered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Steampower: +5 (+0 eff.) Curse of Misfortune It can be used to generate a personal shield that absorbs up to 85089 damage and damages attackers striking the wearer for 4182 fire damage while it lasts (based on Cunning) Activation costs 1 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
linen cloak 'Soothunter' (Shrouds) (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 63% Changes resistances: +11% cold Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (Shrouds) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Shrouds This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 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 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds 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. |
Vestments of the Conclave (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+0 eff.) Spell crit. chance: +15% Curse of Corpses 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. |
Worm Nest (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+0 eff.) Spell crit. chance: +8% Movement speed: +32% Curse of Nightmares It can be used to activate talent Carrion Feet (costing 1 power out of 20/20) : Effective talent level: 150.0 Power cost: 1 out of 20/20. Range: 57 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 505%. You can also activate this talent to instantly destroy more worms, letting you jump in range 57 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
radiant iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes stats: +2 Dex Changes resistances: +5% light Changes damage: +4% light When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Gorurain the hardened leather cap (Corpses) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +3% Changes stats: +3 Dex / +3 Mag / +3 Wil / +5 Cun Mana when firing critical spell: +2.00 Maximum mana: +40.00 Maximum vim: +20.00 Mindpower: +4 (+1 eff.) Infravision radius: +2 Curse of Corpses A cap made of leather. |
Steam Powered Helm (Corpses) (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Corpses A Helmet. But with steam power! |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Corpses It can be used to activate talent Devouring Flame (costing 1 power out of 80/80) : Effective talent level: 150.0 Power cost: 1 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 9866.89 fire damage in a radius of 29 each turn for 41 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Rogue Plight (Corpses) (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Corpses No rogue blades shall incapacitate the wearer of this armour. |
5 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 2 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Shrouds It can be used to cleanse your mind of up to 9 (based on Magic) detrimental mental effects Activation costs 1 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
preserving brass lantern (Shrouds)Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight Life regen: +2.00 Light radius: +3 Curse of Shrouds 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 Foot (Shrouds)Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Shrouds 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (133/133)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 3 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. |
3 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% When used as an alchemist bomb: Additional 25 arcane damage 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Breeze the Higher Adventurer level 7
76th Pyre 122nd year of Ascendancy at 00:47 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Breeze the Higher Adventurer level 21
79th Pyre 122nd year of Ascendancy at 14:04 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Breeze the Higher Adventurer level 10
76th Pyre 122nd year of Ascendancy at 20:03 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Breeze the Higher Adventurer level 20
79th Pyre 122nd year of Ascendancy at 12:52 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Breeze the Higher Adventurer level 6
75th Pyre 122nd year of Ascendancy at 10:08 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Breeze the Higher Adventurer level 2
74th Pyre 122nd year of Ascendancy at 22:36 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Breeze the Higher Adventurer level 1
74th Pyre 122nd year of Ascendancy at 13:58 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Breeze the Higher Adventurer level 1
74th Pyre 122nd year of Ascendancy at 15:38 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Breeze the Higher Adventurer level 7
76th Pyre 122nd year of Ascendancy at 01:12 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Breeze the Higher Adventurer level 6
75th Pyre 122nd year of Ascendancy at 06:36 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Breeze the Higher Adventurer level 7
76th Pyre 122nd year of Ascendancy at 00:47 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Breeze the Higher Adventurer level 7
76th Pyre 122nd year of Ascendancy at 00:47 see stats
Log
Breeze activates Blade Flurry.
Breeze activates Total Thuggery.
Character control switched to worm that walks (servant of Breeze).
Worm that walks (servant of Breeze) deactivates Infestation.
Worm that walks (servant of Breeze) activates Infestation.
Worm that walks (servant of Breeze) deactivates Worm that Walks Link.
Worm that walks (servant of Breeze) activates Worm that Walks Link.
Worm that walks (servant of Breeze) deactivates Ruin.
Worm that walks (servant of Breeze) activates Ruin.
Character control switched to Breeze.
Breeze deactivates Blade Flurry.
Breeze deactivates Total Thuggery.
Breeze wears: savior's voratun amulet (Shrouds).
Breeze activates Blade Flurry.
Breeze activates Total Thuggery.
Breeze can not wear (on fingers): Eclipsemaim (Shrouds) (antimagic).
Breeze wears: Shiverwinnow (Nightmares).
Breeze can not wear (on fingers): Eclipsemaim (Shrouds) (antimagic).
Breeze can not wear (on fingers): Eclipsemaim (Shrouds) (antimagic).
Breeze deactivates Blade Flurry.
Breeze deactivates Total Thuggery.
The spell fizzles.
The spell fizzles.
The spell fizzles.
The spell fizzles.
The spell fizzles.
Breeze no longer revels in blood quite so much.






















































































































































































































































































































































































































































































































































