











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 16 on the 61st Dusk 122nd year of Ascendancy at 01:37 / 2Killed by Isledann the shivgoroth at level 22 on the 17th Regrowth 123rd year of Ascendancy at 18:55 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 51) |
| Dexterity | 14 (base 11) |
| Constitution | 53 (base 43) |
| Magic | 11 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -24/864 |
| Psi | 109/109 |
| Stamina | 129/210 |
| Equilibrium | 0 |
| Healing Factor | 1.63457841929 |
| Regeneration | 19.696669952444 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 41 |
| Crit Chance | 56% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| All | 0% |
| Physical | +16% |
| Cold | +3% |
| Nature | +13% |
Offense: Damage Penetration
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 32.317011280365 (72.903125182002%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 20 |
| Physical Save | 38 |
| Spell Save | 26 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 45%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 15%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 21% |
| Disarm Resistance | 10% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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 29% for 4 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| detrimental effect | The target is on fire, taking 97.59 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Increases critical hit chance by 29%. Berserker Rage |
| beneficial effect | You gain 21% resistance against cold. Resolve |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Nerubrelle the rattlesnake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Ce'Nyldarin the large brown snake. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | 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 Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 bloated horror heart. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
Equipment
| On feet | Weepwrest (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Con +2 offense ------ Damage +9% nature When Hit 6 physical defense ------ Armor +5 Resistance +5% lightning, +6% temporal Unlife -20.00 life other ------- Max stamina +30.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Rimemaim the ash totem of healing [power 194] (4/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% nature, +18% cold, +6% mind +5% arcane Life +80.00 Disarm Resist +10% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savage's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats Con +2 defense ------ Spell save +11 (+6 eff.) Life +43.00 Life Regen +6.00 Healmod +11% other ------- Max stamina +14.00 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +10 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
| Around waist | Radhekhad1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats Str +7, Mag +1 offense ------ On-Hit (Melee): * 10% chance to slow global speed by 38% defense ------ Resistance +6% acid, +5% blight +3% lightning A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light, +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | rough leather gloves 'Olyndil' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats Dex +3, Con +1 offense ------ On-Hit 5 nature Damage +4% nature, +6% physical Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 38% defense ------ Armor +1 Resistance +6% nature Physical save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Life +34.00 Life Regen +5.80 Healmod +13% other ------- Stamina/turn +0.50 A suit of armour made of mail. |
| Cloak | linen cloak 'Chillidol' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Cun +1, Wil +3 offense ------ Damage +3% cold Ignore resists +5% cold On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Defense +1 (+1 eff.) Resistance +9% acid Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gymina0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +5.0% Physical Power +20 (+5 eff.) defense ------ Armor +6 Defense +10 (+7 eff.) Blind Resist +14% other ------- Infravision +4 Sight +2 See Invisibility +8 Amulets make your neck look great! |
Inventory
movement infusion (speed 400%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 475%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 228; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet 'Bethynor' =UL=0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% physical Ignore Armor +4 When Hit 2 physical defense ------ Unlife -60.00 life other ------- Masteries +0.11 Technique/Combat techniques Amulets make your neck look great! |
copper amulet 'Sameroddarek'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Con +3 offense ------ Ignore Armor +1 When Hit 2 physical defense ------ Resistance +1% physical Healmod +11% Cut Resist +50% other ------- Infravision +3 Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 122 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 Amulets make your neck look great! |
starlit gold amulet of constitution (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats Con +5 defense ------ Resistance +18% light, +11% darkness Blind Resist +20% Amulets make your neck look great! |
starlit gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +20% light, +12% darkness Blind Resist +39% other ------- Infravision +2 Sight +2 See Invisibility +8 Amulets make your neck look great! |
steel amulet 'Chillblack'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats Wil +5, Cun +4, Lck +7 offense ------ Damage +3% cold Ignore resists +5% blight Accuracy +7 (+2 eff.) defense ------ Defense +8 (+6 eff.) Resistance +12% blight Resist unseen 11% Amulets make your neck look great! |
copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+6 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 102% 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! |
marksman's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Dex +4 offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +3 offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +3 offense ------ Damage +11% lightning defense ------ Defense +6 (+5 eff.) Resistance +22% lightning Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
plaguebringer's steel greatsword of massacre (35-56 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 blight +9 item blight disease On Hit: 20% Epidemic level 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +14% Massive two-handed swords. |
thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar 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. |
wyrm's vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 lightning, 3 physical, 4 cold 3 fire, 3 acid defense ------ Resistance +3% lightning, +2% physical +3% cold, +2% acid, +2% fire other ------- Talents +1 Attune Mindstar 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. |
overgrown dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Overgrowth level 3 Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Life Regen +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun of fire4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +7 fire Uses 2.0 Steam While equipped: Stats Dex +4 offense ------ Damage +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Layyrina (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +25 mind, +16 item expose On-crit, radius 2 +12 mind On Hit: 20% Curse of Defenselessness level 3 On Hit: * 16% chance to reduce all saves and defense by 13 While equipped: Stats Cun +3, Wil +1 offense ------ Physical Crit +7.0% Critical power +12.00% Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce all saves and defense by 13 One-handed war axes. |
Islomira =UL=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +8 Resistance +5% lightning, +12% temporal +6% fire Unlife -20.00 life A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +2, Con +2 defense ------ Defense +7 (+6 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Veliriawe' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Con +2 offense ------ Mind Crit +4% defense ------ Defense +1 (+1 eff.) other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +8 Defense +12 (+8 eff.) Resistance +15% acid, +12% physical, +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 24.75 to 30.93 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dreamer's woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% mind, +11% darkness, +9% all Physical save +11 (+4 eff.) Spell save +11 (+6 eff.) Mind save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats Wil +3, Mag +3 offense ------ Spellpower +6 (+3 eff.) Spellpower/crit +3 defense ------ Resistance +7% all Silence Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+7%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical, +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Delerim the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Dex +4, Mag +1, Wil +3, Cun +3 offense ------ Physical Power +5 (+2 eff.) Damage +3% blight defense ------ Armor +3 Fatigue +2% Physical save +11 (+4 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) other ------- Max mana +60.00 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 'Eilinywe' (15 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Defense +15 (+10 eff.) Fatigue +2% Crit Resistance 5.00% Mind save +12 (+6 eff.) Confus Resist +10% other ------- Infravision +1 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 'Shadebraze' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +1, Mag +4, Wil +2, Cun +2 Con +4 defense ------ Armor +1 Resistance +6% darkness Physical save +12 (+5 eff.) Mind save +13 (+6 eff.) other ------- See Invisibility +3 A pair of boots made of leather. |
Daimilach the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats Dex +3 offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Resistance +9% fire, +9% darkness, +3% cold Healmod +10% Disease Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Physical Power +8 (+2 eff.) On-Hit 5 nature Damage +4% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Camunarikhad the rough leather cap (0 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Damage +3% acid Ignore resists +10% physical defense ------ Armor +2 Fatigue +1% Resistance +6% acid other ------- Infravision +2 A cap made of leather. |
Dawnstriker the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Physical Power +10 (+3 eff.) Damage +11% fire, +6% physical defense ------ Defense +1 (+1 eff.) Resistance +9% light, +16% fire other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
Hettimas the rough leather cap (5 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +3 defense ------ Armor +3 Defense +5 (+5 eff.) Fatigue +1% Resistance +9% lightning, +12% fire Cut Resist +20% Stun Resist +20% other ------- Infravision +2 A cap made of leather. |
Radhylin the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +6 offense ------ Damage +6% physical Accuracy +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% cold, +6% fire Unlife -20.00 life A cap made of leather. |
clarifying cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats Cun +5, Wil +4 offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +2 (+2 eff.) Mind save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
grounding linen wizard hat of the mountain (+6%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Defense +1 (+1 eff.) Resistance +6% lightning, +10% physical +5% temporal A pointy cloth hat, very wizardly... |
iron helm of the bounder (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats Str +5, Dex +6 defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 452.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Talerin the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats Dex +2 offense ------ Physical Power +25 (+7 eff.) Ignore Armor +5 defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% acid Unlife -80.00 life A suit of armour made of mail. |
enlightening steel mail armour of resilience (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature/Psionic While equipped: Stats Cun +3, Wil +3 defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Mind save +11 (+5 eff.) Life +20.00 A suit of armour made of mail. |
impenetrable iron mail armour of clarity (2 def, 11 armour)14.0 Encumbrance T1 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% mind Mind save +10 (+5 eff.) A suit of armour made of mail. |
Eclipsefiend (3 def, 2 armour) =UL=9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats Str +3, Wil +2, Con +2 offense ------ Damage +3% darkness Accuracy +10 (+3 eff.) defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +17% cold Crit Resistance 5.00% Unlife -60.00 life A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+5 eff.) Fatigue +7% Life +34.00 Life Regen +5.20 Healmod +11% A suit of armour made of leather. |
186 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats Cun +2, Str +1 offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
deadly pouch of steel shots of grasping (18/18, 26-31 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Nature/Master Weapon Damage 25.5 - 30.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Ururolach [power 170] (4/25 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Ignore Shields +10% defense ------ Resistance +2% physical, +12% cold Unlife -20.00 life 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: 367 Base Damage: 175 Armor: 5 All Resist: 8 Puts all charms on 25 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 176] (4/15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 199 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By IM A HUMAN the Cornac Berserker level 19
70th Haze 122nd year of Ascendancy at 18:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By IM A HUMAN the Cornac Berserker level 12
42nd Dusk 122nd year of Ascendancy at 18:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By IM A HUMAN the Cornac Berserker level 10
5th Mirth 122nd year of Ascendancy at 14:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By IM A HUMAN the Cornac Berserker level 20
2nd Wintertide 123rd year of Ascendancy at 18:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By IM A HUMAN the Cornac Berserker level 14
57th Dusk 122nd year of Ascendancy at 16:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By IM A HUMAN the Cornac Berserker level 10
5th Flare 122nd year of Ascendancy at 13:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By IM A HUMAN the Cornac Berserker level 10
10th Mirth 122nd year of Ascendancy at 06:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By IM A HUMAN the Cornac Berserker level 17
63rd Dusk 122nd year of Ascendancy at 19:30 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By IM A HUMAN the Cornac Berserker level 16
61st Dusk 122nd year of Ascendancy at 01:37 see stats
Log
Isledann the shivgoroth uses Startling Shot.
Isledann the shivgoroth misses his shot.
Burning from Isledann the shivgoroth hits IM A HUMAN for 43 fire damage.
Berserker Rage's rage awakens!
IM A HUMAN uses Infusion: Healing.
IM A HUMAN receives 273 healing from Infusion: Healing.
IM A HUMAN uses Death Dance.
IM A HUMAN misses Isledann the shivgoroth.
Evasive Shots fires a retaliatory shot at IM A HUMAN!
Isledann the shivgoroth casts Glacial Vapour.
Isledann the shivgoroth's spell attains critical power!
Isledann the shivgoroth's Evasive Shots hits IM A HUMAN for 430 physical damage.
Isledann the shivgoroth's Evasive Shots hits IM A HUMAN for 136 physical, 4 lightning (140 total damage).
IM A HUMAN no longer revels in blood quite so much.
IM A HUMAN has finished recovering.
Burning from Isledann the shivgoroth hits IM A HUMAN for 78 fire damage.
IM A HUMAN uses Warshout.
Shivgoroth resists!
Isledann the shivgoroth resists!
Shivgoroth HEALS from cold damage!
Isledann the shivgoroth HEALS from cold damage!
Isledann the shivgoroth's glacial vapour area effect hits Isledann the shivgoroth for 4 cold, 11 healing (4 total damage) [11 healing].
Isledann the shivgoroth's glacial vapour area effect hits IM A HUMAN for 7 cold damage.
Isledann the shivgoroth's glacial vapour area effect hits Shivgoroth for 0 cold, 10 healing (0 total damage) [10 healing].
Isledann the shivgoroth uses Trick Shot.
Talent Shattering Blow is ready to use.
Burning from Isledann the shivgoroth hits IM A HUMAN for 78 fire damage.
Isledann the shivgoroth's Trick Shot performs a ranged critical strike against IM A HUMAN!





























































































