












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! 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 | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 21 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 21 on the 7th Dusk 123rd year of Ascendancy at 05:36 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 42.256694063961 (base 44) |
| Constitution | 13.183514783984 (base 15) |
| Magic | 15 (base 10) |
| Willpower | 24 (base 12) |
| Cunning | 62 (base 44) |
Resources
| Life | -5/390 |
| Stamina | 161/195 |
| Psi | 154/154 |
| Healing Factor | 1.1799960192395 |
| Regeneration | 10.842143772742 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +41.881566773062% |
| Spell | 0% |
| Global | +59.98563723932% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 41.154681673803 |
| See Invisible | 41.154681673803 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 62 |
| Crit Chance | 25% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +19% |
| Lightning | +15% |
| Nature | +60% |
| Temporal | +14% |
| Darkness | +24% |
| Physical | +8% |
| Cold | +13% |
| All | +5% |
Offense: Damage Penetration
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 10 (79.272896347862%) |
| Defense | 59 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 29 |
| Mental Save | 42 |
Defense: Resistances
| Darkness | + 38%( 72%) |
| Lightning | + 13%( 72%) |
| Light | + 14%( 72%) |
| Nature | + 40%( 72%) |
| Blight | + 31%( 72%) |
| Physical | + 10%( 72%) |
| Mind | + 10%( 72%) |
| All | + 5%( 72%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 29 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
| talent | Skate |
| talent | Insidious Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Apply Poison |
| detrimental effect | Reduces global action speed by 58%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target stands strong, increasing all resistances by 8.0% and resistance caps by 1.9%. Eternal Warrior |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 110.02 fire damage, and talent cooldowns are increased by 62% plus 1 turn. Burning Hex |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 24 and doing 38.10 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 40.15 blight damage per turn. Rotting Disease |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 23. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | pouch of stralite shots of erosion (13/16, 42-50 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 16 Damage (Ranged): +9 nature Shots are used with slings to pummel your foes to death. |
| Light source | UmbraquencherInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +1 Cun / +2 Wil Changes resistances: +3% all Changes resistances penetration: +15% darkness Changes damage: +6% darkness Spell save: +8 (+4 eff.) Maximum psi: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Uliziladurim' (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +3 Defense: +5 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +6 Dex / +2 Con Changes damage: +3% physical Maximum stamina: +10.00 A cap made of leather. |
| On hands | psychic's hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Damage (Melee): 9 mind Changes stats: +3 Dex Changes resistances: +5% mind Changes damage: +4% mind 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. |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Ivurialle the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+4 eff.) Defense: +4 (+1 eff.) Changes stats: +5 Str / +2 Cun / +5 Con Changes resistances: +3% blight Changes damage: +5% all Spell save: +3 (+1 eff.) Cut immunity: +10% Spellpower: +7 (+2 eff.) Mindpower: +6 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | starlit copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% light / +10% darkness Blindness immunity: +22% Amulets make your neck look great! |
| In main hand | mighty hardened leather sling of coldRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +5 cold When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str Changes damage: +8% cold Slings are used to hurl stones or metal shots at your foes. |
| Around waist | XurewynPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Physical power: +25 (+8 eff.) Changes stats: +1 Dex Mental save: +9 (+3 eff.) Stamina each turn: +3.00 Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | cashmere cloak 'Rotbearer' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +4 Dex / +3 Con Changes resistances: +9% lightning Changes damage: +30% nature Talent mastery: +0.30 Technique / Combat training Spell save: +14 (+7 eff.) Stamina each turn: +0.50 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Umbramark (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +37% nature / +9% all Changes damage: +9% temporal / +25% nature / +3% darkness Mana each turn: +0.12 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; lightning, physical, cold, temporal, acid)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 cold, 4 temporal, 5 acid 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. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 280.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
restful steel amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +1.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel battleaxe (33-50 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +12% physical Disarm immunity: +22% Massive two-handed battleaxes. |
hardened leather belt 'Ivobrera'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Mag Changes resistances: +6% cold Changes damage: +12% mind Life regen: +0.70 Mindpower: +10 (+5 eff.) Healing mod.: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Rainhacker (7 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +7% acid / +4% physical / +7% cold / +7% lightning / +7% fire Changes resistances penetration: +20% cold Changes damage: +15% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpionpeal the cashmere cloak (7 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +5 Cun Changes resistances: +15% cold Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str 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. |
Shadowwrither the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 darkness Changes stats: +2 Str / +4 Dex / +4 Con Changes damage: +12% darkness / +6% fire Physical save: +13 (+10 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+10 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.20 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 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 8 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
tundral pouch of steel shots of accuracy (12/18, 20-23 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +8 cold Damage (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Lllin the Cornac Skirmisher level 21
6th Dusk 123rd year of Ascendancy at 09:42 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lllin the Cornac Skirmisher level 21
3rd Flare 123rd year of Ascendancy at 17:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lllin the Cornac Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 04:02 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lllin the Cornac Skirmisher level 20
70th Pyre 123rd year of Ascendancy at 15:07 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Lllin the Cornac Skirmisher level 18
53rd Pyre 123rd year of Ascendancy at 06:08 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Lllin the Cornac Skirmisher level 15
35th Dusk 122nd year of Ascendancy at 14:00 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Lllin the Cornac Skirmisher level 20
2nd Flare 123rd year of Ascendancy at 18:29 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Lllin the Cornac Skirmisher level 9
6th Mirth 122nd year of Ascendancy at 21:08 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Lllin the Cornac Skirmisher level 18
57th Pyre 123rd year of Ascendancy at 20:22 see stats
Log
Lllin uses Venomous Strike.
Grand Corruptor hits Lllin for (21 flat reduction), 62 fire (62 total damage).
Grand Corruptor vanishes from sight.
Grand Corruptor deactivates Secrets of the Eternals.
Grand Corruptor is poisoned!
Grand Corruptor slows down.
Lllin's Venomous Strike hits Grand Corruptor for (241 to bones), 0 nature, 10 nature, 4 cold (14 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Rune: Shatter Afflictions.
Grand Corruptor stops being poisoned.
A shield forms around Grand Corruptor.
Grand Corruptor receives 134 healing.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor receives 134 healing.
Bleeding from Lllin hits Grand Corruptor for (40 absorbed), 0 physical (0 total damage).
Lllin stops regenerating health quickly.
Talent Swift Shot is ready to use.
Lllin reacts to damage from Grand Corruptor's Soul Rot, mitigating the blow!.
Lllin is afflicted by a decrepitude disease!
Grand Corruptor's Soul Rot hits Lllin for (21 flat reduction), (35 reacted , -5 stam), 83 blight (83 total damage).
Grand Corruptor stops bleeding.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
Lllin is afflicted by a rotting disease!
Lllin reacts to damage from Grand Corruptor, mitigating the blow!.
Grand Corruptor hits Lllin for (21 flat reduction), (32 reacted , -5 stam), 80 blight (80 total damage).
Grand Corruptor receives 134 healing.
Grand Corruptor deactivates Fearscape.


















































































