











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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/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:
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 | Female |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 21 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Yvarin the gelatinous cube at level 21 on the 33rd Regrowth 123rd year of Ascendancy at 06:25 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 38 (base 38) |
| Constitution | 13 (base 10) |
| Magic | 59 (base 26) |
| Willpower | 25 (base 10) |
| Cunning | 46 (base 38) |
Resources
| Life | -307/525 |
| Mana | 82/295 |
| Stamina | 69/248 |
| Healing Factor | 1.2983363011315 |
| Regeneration | 10.321773593995 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 32.365053558023 |
| See Invisible | 32.365053558023 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 53 |
| Crit Chance | 29% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 53 |
| Crit Chance | 32% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 11% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +9% |
| Darkness | +8% |
| Arcane | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +17% |
| Darkness | +20% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 36 |
| Mental Save | 33 |
Defense: Resistances
| Cold | + 10%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 60% |
| Confusion Resistance | 41% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 471 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: 14 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley 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.' * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed giant spider spinneret. * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | 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 | Eleriara the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Wil / +4 Cun / +3 Con Changes resistances: +7% fire / +5% arcane / +11% cold Changes resistances penetration: +7% physical Physical save: +9 (+5 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +20% Teleport immunity: +20% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Fulodorig the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% physical Only die when reaching: -40.00 life Maximum stamina: +20.00 Light radius: +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. |
| On head | Elakira (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% arcane / +3% blight Disarm immunity: +10% Psi each turn: +0.10 Maximum life: +80.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
| On hands | restful rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 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 | ash wand of lightning storm 'Runifast' [power 182] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% temporal Changes damage: +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Heal for 34. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
| On fingers | MayymiweCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 55% Critical mult.: +20.00% Maximum encumbrance: +26 Physical save: +6 (+3 eff.) Spell save: +9 (+4 eff.) Only die when reaching: -60.00 life Rings make your fingers look great! |
| Around neck | HuryrekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% light / +3% darkness Mental save: +3 (+2 eff.) Cut immunity: +60% Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 296 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 107.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | hardened leather belt 'Shadowbone'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +15% mind Changes damage: +3% darkness Stealth bonus: +8 Mental save: +6 (+3 eff.) Mindpower: +20 (+7 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Aeryvon the cashmere cloak (2 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+8 eff.) Physical crit. chance: +6.0% Armour: +10 Defense: +2 (+1 eff.) Fatigue: -7% Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum life: +68.00 Maximum stamina: +19.00 Mindpower: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +5.70 Maximum life: +38.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 436; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. 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. |
manasurge rune of the sneak (regen 1247% over 10 turns; mana 62; cd 15) =mana=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1247% for 10 turns (0 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 79; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's steel amulet of constitution (+3) =CON 3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Xynne the SunhunterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Defense: +30 (+10 eff.) Changes resistances: +2% physical / +3% fire Blindness immunity: +23% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
marksman's copper ring =DEX 3=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
marksman's copper ring of clarity =DEX 2=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
warrior's steel ring =STR 3=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.slime-covered dwarven-steel longsword of massacre (31-44 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 55% Sharp, long, and deadly. |
SunwitherInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances: +3% light Physical save: +6 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +2 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Cyrotta the Deepsvault (2 def, 0 armour) =dark=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +12% cold Changes resistances penetration: +15% darkness / +15% acid Changes damage: +3% acid / +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elossra (1 def, 0 armour) =STR 3=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Wil Mental save: +5 (+3 eff.) Mana when firing critical spell: +1.00 Spell crit. chance: +2% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Vipercast' (1 def, 2 armour) =CON 3=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Armour: +2 Defense: +1 (+0 eff.) Damage when hit (Melee): 6 nature Changes stats: +2 Dex / +2 Cun / +3 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Bloomclash the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Damage when hit (Melee): 8 acid / 8 nature Changes resistances: +3% acid / +10% fire / +8% cold Changes damage: +6% acid / +6% nature / +12% mind A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) =STR 4 CUN 4=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots 'Iville' (0 def, 3 armour) =DEX 4=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Dex / +2 Wil / +1 Con Changes resistances: +2% physical Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadownaught the hardened leather gloves (0 def, 2 armour) =dark=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage when hit (Melee): 2 acid Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +10% darkness Changes damage: +3% acid / +12% darkness Physical save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +20% 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. |
Sludgegrip (0 def, 0 armour) =CUN 4=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Beeblek' (0 def, 2 armour) =STR 5=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +5 Str / +4 Wil / +3 Con Changes resistances: +12% acid / +2% physical / +3% blight Talent mastery: +0.20 Technique / Grappling Disarm immunity: +35% See invisible: +3 Healing mod.: +10% 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. |
hardened leather gloves 'Lightningpython' (0 def, 8 armour) =CON 2=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 8 light Changes stats: +2 Con Changes resistances: +3% acid / +3% cold / +8% light / +6% darkness Changes damage: +5% light / +9% lightning Blindness immunity: +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. |
Glitterveil (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 light Changes resistances: +6% cold Changes damage: +3% lightning / +6% temporal / +3% light Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runudir (0 def, 1 armour) =DEX 4=Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Wil Changes resistances: +8% blight / +5% nature / +6% lightning A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) =CON 5=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 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed rough leather cap of strength (+5) (0 def, 1 armour) =STR 5=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 20.5 Physical damage. If the attack hits, the target is confused (36% 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 cap made of leather. |
iron helm 'Sulfurblack' (0 def, 3 armour) =CON 3=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: * 20% chance to slow global speed by 55% Changes stats: +3 Con Changes resistances: +3% darkness Changes damage: +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun / +3 Wil Mental save: +12 (+6 eff.) A suit of armour made of leather. |
2 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. |
sapper's iron pickaxe (dig speed 28 turns) =STR 1=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Getolen =STR 3=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Cun / +2 Con Mental save: +7 (+4 eff.) Light radius: +3 See stealth: +8 See invisible: +7 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. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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 172 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. |
Serpentfear [power 266] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances: +6% nature Changes resistances penetration: +5% mind Changes damage: +12% mind / +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Xomina the ash totem of healing [power 194] (13 cooldown) =CON 2=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Wil / +2 Con Changes resistances: +5% arcane / +9% mind Changes resistances penetration: +5% mind Changes damage: +3% arcane It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Umbra the Cornac Shadowblade level 10
12nd Dusk 122nd year of Ascendancy at 02:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Umbra the Cornac Shadowblade level 20
7th Allure 123rd year of Ascendancy at 22:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Umbra the Cornac Shadowblade level 20
8th Allure 123rd year of Ascendancy at 00:58 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Umbra the Cornac Shadowblade level 21
33rd Regrowth 123rd year of Ascendancy at 06:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Umbra the Cornac Shadowblade level 12
36th Dusk 122nd year of Ascendancy at 02:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Umbra the Cornac Shadowblade level 13
45th Dusk 122nd year of Ascendancy at 13:36 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Umbra the Cornac Shadowblade level 17
76th Haze 122nd year of Ascendancy at 07:43 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Umbra the Cornac Shadowblade level 20
1st Regrowth 123rd year of Ascendancy at 12:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Umbra the Cornac Shadowblade level 16
73rd Haze 122nd year of Ascendancy at 00:48 see stats
Log
Carrion worm mass performs a diseased attack against Umbra.
Carrion worm mass misses Umbra.
Yvarin the gelatinous cube uses Pyrokinesis.
Umbra is on fire!
Umbra has regained its confidence.
Burning from Yvarin the gelatinous cube hits Umbra for 35 fire damage.
Green worm mass misses Umbra.
Carrion worm mass misses Umbra.
Umbra is not stunned anymore.
Talent Expose Weakness is ready to use.
Burning from Yvarin the gelatinous cube hits Umbra for 35 fire damage.
Talent Stealth is ready to use.
Burning from Yvarin the gelatinous cube hits Umbra for 35 fire damage.
Green worm mass uses Multiply.
Carrion worm mass misses Umbra.
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
You collect a new ingredient: green worm (1).
Umbra performs a melee critical strike against Green worm mass!
Umbra hits Green worm mass for 31 darkness, 29 physical, 38 darkness (100 total damage).
Umbra killed Green worm mass!
Umbra is no longer out of phase.
Talent Temporal Shield is ready to use.
Talent Rune: Shielding is ready to use.
Burning from Yvarin the gelatinous cube hits Umbra for 35 fire damage.
Yvarin the gelatinous cube uses Mindlash.
Umbra reacts to damage from Yvarin the gelatinous cube, mitigating the blow!.
Yvarin the gelatinous cube hits Umbra for (40 reacted , -5 stam), 92 physical (93 total damage).
Umbra the level 21 cornac shadowblade was struck to death by Yvarin the gelatinous cube on level 3 of Sandworm lair.
































































































