











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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! 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:
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 | Madness Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 14 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Belewen the black bear at level 14 on the 50th Dusk 122nd year of Ascendancy at 04:58 / 1 |
Primary Stats
| Strength | 25 (base 15) |
| Dexterity | 16.340449927278 (base 10) |
| Constitution | 27 (base 26) |
| Magic | 9 (base 10) |
| Willpower | 57 (base 40) |
| Cunning | 23 (base 10) |
Resources
| Life | -67/650 |
| Hate | 70/100 |
| Equilibrium | 18 |
| Healing Factor | 1.0178820476587 |
| Regeneration | 9.4154089408431 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 2.9842794901924E-13 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 42 |
| Crit Chance | 8% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 42 |
| Crit Chance | 6% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Acid | +11% |
| Fire | +14% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 22.335093952971 (47.857809501309%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 10 |
| Physical Save | 17 |
| Spell Save | 22 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Physical | + 11%( 70%) |
| Nature | + 13%( 70%) |
| Fire | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 4%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 27% |
| Fear Resistance | 35% |
| Stun Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 precision. He has given you some notes on the ingredients: * '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.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. | 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 within | active |
Equipment
| On feet | Ce'Nidhetha (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +20 (+6 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +1 Wil Equilibrium when hit: +0.12 Spellpower: +3 (+3 eff.) Mindpower: +5 (+1 eff.) 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. |
| Light source | Shinequencher the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% temporal Changes damage: +3% arcane Maximum life: +44.00 Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
| On head | Aredhetira the linen wizard hat (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Cun / +3 Wil Changes resistances: +16% acid / +3% nature Changes damage: +11% acid Mental crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... |
| On hands | Cracklespar the iron gauntlets (Misfortune) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Damage when hit (Melee): 6 lightning Changes resistances: +1% physical / +5% fire Changes damage: +4% fire Disarm immunity: +10% Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Ce'Nolrata' (dig speed 35 turns) =3str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +1 Mag / +2 Wil Reduces incoming crit damage: 10.00% Mindpower: +10 (+3 eff.) Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
| On fingers | copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +45.00 Healing mod.: +11% Rings make your fingers look great! |
| Around neck | copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
| In main hand | Eye of Summer (Shrouds) (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Shrouds This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Around waist | noble's rough leather belt of valiance (Nightmares)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +6 Wil Damage against: +17% Summoned Reduced damage from: +18% Summoned Mental save: +6 (+3 eff.) Maximum life: +43.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | vined mindstar of resolve (Nightmares) (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Bokyrath' (Madness) (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.) Changes stats: +2 Cun Changes resistances: +10% cold Critical mult.: +10.00% Psi when hit: +0.12 Mindpower: +5 (+1 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. |
| Main armor | enlightening iron mail armour of Eyal (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +3 Wil Mental save: +11 (+5 eff.) Life regen: +2.00 Maximum life: +20.00 Healing mod.: +11% Curse of Madness A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 171; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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. |
healing infusion of the sneak (heal 93; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 93 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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. |
healing infusion of the warrior (heal 90; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. 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. |
wild infusion (res 16%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 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: +20% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
acidic iron dagger of massacre (Shrouds) (16-21 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 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% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Shrouds Sharp, short and deadly. |
Gorekira the mossy mindstar (Nightmares) (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 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: +12 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% acid Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Mana when firing critical spell: +1.00 Spell crit. chance: +1% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Damage Shield penetration: +20% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (Corpses) (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 4 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of life (Nightmares) (4-4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Disease immunity: +12% Life regen: +0.60 Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Daimukhad the Coalshine (Nightmares) (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+6 eff.) Damage when hit (Melee): 2 mind Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Changes damage: +15% arcane / +3% mind Talent granted: +1 Command Staff Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +32.00 Spellpower: +13 (+10 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Nightmares It can be used to conjure elemental energy in a radius 4 cone, dealing 14.42 to 17.31 arcane damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Ivydarin the yew magestaff (Misfortune) (25-30 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): 19 arcane Changes resistances: +3% temporal Changes resistances penetration: +15% blight Changes damage: +25% lightning Talent granted: +1 Command Staff Mana each turn: +0.19 Maximum mana: +41.00 Spellpower: +27 (+17 eff.) Spell crit. chance: +3% Curse of Misfortune It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of erosion (Corpses) (12-18 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature Curse of Corpses One-handed war axes. |
Flareguile (Shrouds) =2 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 8 fire Changes stats: +1 Con Life regen: +0.80 Maximum stamina: +30.00 Healing mod.: +11% Curse of Shrouds A belt that goes around your waist. |
Polidhessra (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil / +2 Mag Changes resistances: +6% lightning / +6% temporal / +3% nature Spell save: +9 (+4 eff.) Curse of Corpses A belt that goes around your waist. |
Yvusevena (Shrouds) (1 def, 0 armour) =2str 6con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +3 Mag / +3 Wil / +6 Con Infravision radius: +1 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. |
enveloping linen cloak of Iron Throne (Corpses) (7 def, 0 armour) =3str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+6 eff.) Changes stats: +2 Str / +2 Con Physical save: +5 (+4 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of speed (Misfortune) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 Movement speed: +25% Curse of Misfortune A pair of boots made of leather. |
iron gauntlets 'Belafang' (Misfortune) (0 def, 1 armour) =4con=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes resistances: +9% mind Physical save: +6 (+4 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of strength (+2) (Shrouds) (0 def, 1 armour) =str=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Arista the rough leather cap (Shrouds) (0 def, 1 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +5 (+1 eff.) Curse of Shrouds A cap made of leather. |
Islomitira (Misfortune) (0 def, 1 armour) =10OOP=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Dex / +3 Wil / +2 Cun Changes damage: +6% physical Spell crit. chance: +1% Mindpower: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A cap made of leather. |
Xerewen the Snowbreeze (Corpses) (0 def, 4 armour) =waterbreathe=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 17% Damage when hit (Melee): 2 cold Changes resistances: +14% fire / +13% cold Changes damage: +12% acid / +3% cold Allows you to breathe in: water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Islanne' (Corpses) (0 def, 3 armour) =15 OOP=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% blight / +6% fire / +3% temporal / +6% cold See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of strength (+3) (Madness) (0 def, 3 armour) =3 str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Physical save: +11 (+7 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
59 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. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
GlacierflashInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +3 Mag / +2 Wil / +4 Cun Maximum life: +43.00 Light radius: +3 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Grinodohor'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 17% Changes stats: +3 Wil Changes damage: +6% mind Critical mult.: +10.00% Spell save: +3 (+1 eff.) 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 lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +6 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. |
Eye of the Dreaming One =antisleep=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
supercharged iron torque of gale force [power 125] (18 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 125 physical damage Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Griffith the Thalore Cursed level 10
14th Dusk 122nd year of Ascendancy at 12:37 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Griffith the Thalore Cursed level 6
11st Dusk 122nd year of Ascendancy at 09:34 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Griffith the Thalore Cursed level 10
16th Dusk 122nd year of Ascendancy at 09:41 see stats
Log
You gain 9.03 gold from the transmogrification of iron mail armour 'Stokemortal' (Nightmares) (2 def, 4 armour).
You gain 4.48 gold from the transmogrification of psion's linen wizard hat (Misfortune) (1 def, 0 armour).
You gain 8.40 gold from the transmogrification of Nerybeth the rough leather cap (Nightmares) (0 def, 1 armour).
You gain 8.78 gold from the transmogrification of Gleamkiller the linen robe (Shrouds) (0 def, 0 armour).
You gain 11.13 gold from the transmogrification of iron longsword 'Willowrupture' (Corpses) (12-18 power, 2 apr).
You gain 7.92 gold from the transmogrification of Starwing the iron longsword (Shrouds) (17-24 power, 2 apr).
You gain 0.25 gold from the transmogrification of elm longbow (Madness).
You gain 10.04 gold from the transmogrification of Bregemnir the Freezeradiance (Madness) (14-22 power, 1 apr).
There is a way to the previous level here (press '' or right click to use).
Saving game...
Saving done.
Shax the Slimy activates Daunting Presence.
Shax the Slimy activates Onslaught.
Shax the Slimy activates Precise Strikes.
Griffith begins rampaging!
Something performs a melee critical strike against Griffith!
Something hits Griffith for 103 physical, 179 physical (282 total damage).
Your heart hardens as a powerful foe enters your gloom! (+20 hate)
Mindrot hits Belewen the black bear for 6 mind, 6 darkness (12 total damage).
Belewen the black bear uses Flurry.
Griffith repels an attack from Belewen the black bear.
Belewen the black bear performs a melee critical strike against Griffith!
Belewen the black bear hits Griffith for 76 physical, 109 physical, 62 physical, 76 physical (323 total damage).
Greater Weapon Focus from Belewen the black bear hits Griffith for 74 physical, 60 physical (134 total damage).
Melee retaliation hits Belewen the black bear for 6 lightning, 2 arcane, 6 lightning, 2 arcane, 6 lightning, 2 arcane, 6 lightning, 2 arcane, 6 lightning, 2 arcane, 6 lightning, 2 arcane, 6 lightning, 2 arcane (52 total damage).
Griffith the level 14 thalore cursed was mauled to death by Belewen the black bear on level 3 of Trollmire.
The air around Griffith grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Belewen the black bear prepares for the next kill!












































































