









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 12 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Layuta the cave troll at level 12 on the 18th Haze 122nd year of Ascendancy at 09:00 / 1 |
Primary Stats
| Strength | 56 (base 37) |
| Dexterity | 24 (base 11) |
| Constitution | 27 (base 17) |
| Magic | 11 (base 10) |
| Willpower | 25 (base 20) |
| Cunning | 15 (base 10) |
Resources
| Life | -22/414 |
| Hate | 70/104 |
| Healing Factor | 0.99318945513587 |
| Regeneration | 0.24829736378397 |
Speed
| Mental | +2.9976021664879E-12% |
| Attack | +2.9976021664879E-12% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 10 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 28 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 2% |
| Speed | 0.99999999999997 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +6% |
| Darkness | +9% |
| Blight | +11% |
| Cold | +9% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 35.08934837382 (86.151787968034%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 9 |
| Physical Save | 27 |
| Spell Save | 12 |
| Mental Save | 16 |
Defense: Resistances
| Darkness | + 4%( 70%) |
| Light | + 10%( 70%) |
| Nature | + 15%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 14%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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. | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Aerota' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +2 Dex / +1 Mag / +2 Cun Changes damage: +15% acid Reduces incoming crit damage: 10.00% See invisible: +6 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 38/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | linen wizard hat 'Kethad' (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +20 (+5 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +11% blight Changes resistances penetration: +5% physical Changes damage: +11% blight Maximum hate: +4.00 Maximum psi: +10.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
| Tool | Elybeth the iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Wil / +3 Cun Changes resistances: +11% nature Changes resistances penetration: +15% mind Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Murkwreck'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 4 nature Changes resistances: +10% mind Changes damage: +9% cold / +10% mind / +9% darkness Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | Bill's Tree Trunk (Nightmares) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Nightmares It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | stone warden's rough leather gloves (Madness) (0 def, 6 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Armour Hardiness: +5% Changes stats: +5 Con Changes resistances: +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Nerumira the iron plate armour (Nightmares) (0 def, 11 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Fatigue: +17% Changes resistances: +6% light Physical save: +6 (+3 eff.) Mental save: +3 (+3 eff.) Disarm immunity: +10% Confusion immunity: +10% Only die when reaching: -20.00 life Curse of Nightmares A suit of armour made of metal plates. |
| Cloak | Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+3 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
shielding rune of the psychic (absorb 125; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 4 turns. Its effects scale with your Willpower 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. |
chilling iron battleaxe (Misfortune) (17-26 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 cold Curse of Misfortune Massive two-handed battleaxes. |
iron battleaxe 'Rhidegar' (Shrouds) (14-22 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +3.0% Armour: +4 Defense: +9 (+9 eff.) Changes resistances penetration: +10% mind Disarm immunity: +28% Curse of Shrouds Massive two-handed battleaxes. |
iron dagger (Misfortune) (10-12 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Misfortune Sharp, short and deadly. |
iron dagger (Shrouds) (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Shrouds Sharp, short and deadly. |
slime-covered iron greatsword (Madness) (16-26 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str 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: * 9% chance to slow global speed by 44% Curse of Madness Massive two-handed swords. |
balanced steel longsword of massacre (Corpses) (22-30 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+6 eff.) Disarm immunity: +27% Curse of Corpses Sharp, long, and deadly. |
Islariawyn (Madness) (10-12 power, 2 apr, light element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +15 (+4 eff.) Defense: +6 (+6 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +3 Dex Changes damage: +10% light Talent granted: +1 Command Staff Physical save: +3 (+2 eff.) Stamina each turn: +3.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +2 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 56.43 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (Madness) (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Frigidslice' (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +3% temporal / +3% light / +9% fire Changes resistances penetration: +20% cold Spell save: +3 (+3 eff.) Life regen: +0.70 Healing mod.: +11% Curse of Madness A belt that goes around your waist. |
regal linen cloak of the Shaloren (Madness) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +3 Wil Mental save: +6 (+5 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of nature (+15%) (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature / +7% all Changes damage: +10% nature Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balazilathad (Nightmares) (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Armour: +3 Defense: +10 (+10 eff.) Fatigue: +2% Damage when hit (Melee): 2 physical Changes resistances: +5% lightning / +6% temporal Critical mult.: +10.00% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betharelle the Fogbrand (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 16% Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% darkness / +5% cold Changes damage: +3% darkness Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shockvault the pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 2 mind Changes resistances: +3% mind Changes resistances penetration: +5% lightning Changes damage: +3% mind Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Light radius: +2 See invisible: +9 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Xeribrenne' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +1 Mag / +4 Wil / +1 Cun / +3 Con Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Infravision radius: +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Burnwarden' (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Con Changes resistances: +6% lightning / +6% fire / +3% cold Changes resistances penetration: +5% fire Changes damage: +12% lightning / +3% fire Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Arivena the Nightseam (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +11% light / +14% darkness Changes damage: +3% light / +15% lightning Curse of Nightmares A cap made of leather. |
Getymnir the iron helm (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pitchwinnow (Madness) (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +8% blight / +6% nature / +9% acid Spell save: +3 (+3 eff.) Mental save: +3 (+3 eff.) Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A cap made of leather. |
Relgandur the Dawnbore (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 light Changes resistances: +13% light / +17% darkness Changes resistances penetration: +15% fire Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eryldir (Misfortune) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +33% acid / +12% light / +6% lightning / +6% cold / +17% fire / +5% arcane / +10% darkness Disarm immunity: +20% Pinning immunity: +10% Healing mod.: +10% Curse of Misfortune A suit of armour made of mail. |
iron mail armour (Corpses) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Curse of Corpses A suit of armour made of mail. |
cleansing rough leather armour of fire resistance (Misfortune) (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +11% blight / +15% fire / +11% nature Curse of Misfortune A suit of armour made of leather. |
rough leather armour of spell shielding (Madness) (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +5% arcane Spell save: +10 (+9 eff.) Curse of Madness A suit of armour made of leather. |
crackling iron shield of physical resistance (+10%) (Madness) (0 def, 2 armour, 8-10 power, 22.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +11 lightning When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 2 lightning Changes stats: +1 Dex Changes resistances: +10% lightning / +10% physical Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
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. |
68 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Growthbone the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil / +1 Cun Changes resistances: +20% nature / +3% mind Changes resistances penetration: +5% nature Changes damage: +6% nature Psi when hit: +0.04 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire 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. |
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. |
focusing iron torque of gale force [power 105] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (2/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 216 Base Damage: 105 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Haaaask the Skeleton Cursed level 10
65th Dusk 122nd year of Ascendancy at 01:34 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Haaaask the Skeleton Cursed level 11
77th Dusk 122nd year of Ascendancy at 10:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Haaaask the Skeleton Cursed level 5
9th Mirth 122nd year of Ascendancy at 18:18 see stats
Log
Talent Dig is ready to use.
Haaaask resists the knockback!
Melee retaliation hits Vorynn the treant for 2 nature damage.
Vorynn the treant hits Haaaask for (1 absorbed), 0 nature (0 total damage).
Vorynn the treant's Blunt Shot hits Haaaask for (7 absorbed), 0 physical, (5 absorbed), 0 physical, (69 absorbed), 0 physical (0 total damage).
You are unable to move!
Haaaask hits Vorynn the treant for 48 physical, 2 mind (50 total damage).
Layuta the cave troll casts Flame Leash.
Layuta the cave troll's fire area effect hits Haaaask for (12 absorbed), 0 fire (0 total damage).
Shax the Slimy uses Stunning Blow.
Your shield crumbles under the damage!
The shield around Haaaask crumbles.
Melee retaliation hits Shax the Slimy for 2 nature, 2 nature (3 total damage).
Shax the Slimy hits Haaaask for (9 absorbed), 11 physical, 10 physical (21 total damage).
Vorynn the treant shoots!
Stone troll is lost in despair!
Talent Dominate is ready to use.
Glaba the spitting spider's skin returns to normal.
Melee retaliation hits Vorynn the treant for 2 nature damage.
Vorynn the treant hits Haaaask for 1 nature damage.
Vorynn the treant's Shoot hits Haaaask for 7 physical, 5 physical (12 total damage).
Haaaask is confused and fails to use Dominate.
Layuta the cave troll uses Knockback.
Haaaask resists the knockback!
Melee retaliation hits Layuta the cave troll for (2 blocked), 0 nature (0 total damage).
Layuta the cave troll hits Haaaask for 17 physical, 3 temporal (20 total damage).
Layuta the cave troll's fire area effect hits Haaaask for 12 fire damage.
Haaaask the level 12 skeleton cursed was toasted to death by Layuta the cave troll on level 3 of Trollmire.
















































































