









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 | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 19 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 19 on the 71st Dusk 122nd year of Ascendancy at 02:21 / 1 |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 63 (base 47) |
| Constitution | 26 (base 10) |
| Magic | 36 (base 34) |
| Willpower | 13 (base 10) |
| Cunning | 19 (base 12) |
Resources
| Life | -358/595 |
| Stamina | 38/162 |
| Healing Factor | 1.2816586254954 |
| Regeneration | 5.7033808834544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 64 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +20% |
| All | 0% |
| Arcane | +4% |
| Mind | +3% |
| Nature | +41% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +5% |
| Light | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Acid | + 21%( 70%) |
| Nature | + 56%( 70%) |
| Temporal | + 25%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 17%( 70%) |
| Mind | + 16%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 92% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Blind Resistance | 10% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 66 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 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 |
You failed to protect the temporal explorer from death by giant venus flytrap. Escort: temporal explorer (level 2 of Trollmire) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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: * You've found the needed skeleton mage skull. * You've found the needed warg claw. * 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Hailmaim the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 2 physical Changes resistances: +2% physical Changes resistances penetration: +5% cold Stamina each turn: +0.30 Only die when reaching: -80.00 life Maximum life: +33.00 Movement speed: +10% A pair of boots made of leather. |
| Quiver | psychokinetic quiver of ash arrows of crippling (16/18, 125% power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 125% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +9.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 89 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +11 physical Arrows are used with bows to pierce your foes to death. |
| Light source | MuckwinterCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% mind Changes damage: +3% mind Light radius: +8 See invisible: +12 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 | Elutira the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% nature / +3% blight Changes damage: +11% nature Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Spell save: +12 (+6 eff.) Silence immunity: +10% Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Dawnriver' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances: +2% physical Changes resistances penetration: +15% light Changes damage: +6% physical Critical mult.: +5.00% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isunn the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +37 (+9 eff.) Armour penetration: +2 Changes stats: +9 Cun / +10 Dex Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | copper ring 'Silowyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Critical mult.: +5.00% Mental save: +3 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Infravision radius: +3 See invisible: +6 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | elm longbow 'Demonstriker'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage Shield penetration (this weapon only): +10% Damage (Ranged): +8 darkness When wielded/worn: Accuracy: +15 (+3 eff.) Effects on ranged hit: * 10 arcane resource burn Changes stats: +3 Dex Changes damage: +9% physical Longbows are used to shoot arrows at your foes. |
| On hands | Polovena the hardened leather gloves (0 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Damage (Melee): 5 physical Changes stats: +2 Mag Changes resistances: +6% acid / +1% physical Changes damage: +4% arcane / +5% physical Mental save: +6 (+3 eff.) Disease immunity: +10% Only die when reaching: -20.00 life Maximum life: +44.00 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. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+6 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
| Cloak | linen cloak 'Rotriver' (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 42% Changes resistances: +3% acid / +3% nature / +3% mind Maximum 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 | Poluwyn the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +8 Lck Changes resistances: +6% darkness / +14% temporal Physical save: +12 (+5 eff.) Spell save: +13 (+7 eff.) Mental save: +12 (+6 eff.) Blindness immunity: +10% Poison immunity: +10% Pinning immunity: +23% Knockback immunity: +28% Only die when reaching: -40.00 life Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
biting gale rune of the duelist (damage 182; dur 4; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 181.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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. |
shielding rune of the wizard (absorb 237; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 237 damage for 3 turns. 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. |
Woegasher the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes resistances: +6% darkness Talent mastery: +0.11 Cunning / Trapping Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Amulets make your neck look great! |
copper amulet 'Poluma'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Cun / +1 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +23% Maximum hate: +8.00 Mental crit. chance: +3% Amulets make your neck look great! |
copper amulet of mastery (0.10 Technique / Mobility)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Mobility Amulets make your neck look great! |
grounding copper amulet of mastery (0.10 Technique / Reflexes)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.10 Technique / Reflexes Stun/Freeze immunity: +21% Amulets make your neck look great! |
Barknigh the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Wil / +4 Con Changes resistances penetration: +5% nature Changes damage: +6% mind Physical save: +8 (+4 eff.) Hate when firing a critical mind attack: +3.00 Rings make your fingers look great! |
Hurafast the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Mag / +4 Wil / +2 Con Changes resistances: +22% nature / +3% mind Changes damage: +11% nature Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Maximum stamina: +14.00 See invisible: +6 Rings make your fingers look great! |
rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
mighty ash longbow of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +11 cold When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes damage: +18% cold Longbows are used to shoot arrows at your foes. |
mighty rough leather sling of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 fire When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Flashguile'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 10% chance to slow global speed by 42% Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +2 Dex Changes damage: +3% lightning / +12% fire Slings are used to hurl stones or metal shots at your foes. |
DawnglamourInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Dex / +2 Con Changes damage: +9% light Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
EarthvortexInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +10% physical / +5% nature / +10% temporal Changes damage: +3% nature / +6% physical Stamina each turn: +3.00 Maximum life: +30.00 A belt that goes around your waist. |
GetolatharekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce armor by 26% Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% light / +3% lightning Changes damage: +9% acid Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
rough leather belt 'Coalvalor'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +3 Dex / +1 Wil / +2 Con Maximum life: +32.00 See invisible: +6 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Lustrelady the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 light / 2 temporal Changes stats: +2 Cun / +2 Dex Changes resistances: +6% temporal Changes resistances penetration: +15% light / +15% temporal Changes damage: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayevea the Mirebraid (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +6 (+2 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +1% physical Changes resistances penetration: +15% nature Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixglory the linen cloak (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% temporal / +11% light / +9% blight / +11% fire / +5% arcane Changes damage: +3% fire Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Aeridin' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning / +6% temporal / +7% all Changes resistances penetration: +10% mind Changes damage: +11% lightning Only die when reaching: -20.00 life Mindpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering Robe of the Worm of light (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light / +7% all Changes damage: +11% arcane / +11% light Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's linen robe of blight (+11%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% blight / +7% all Changes damage: +11% blight / +6% light / +5% darkness Spellpower: +6 (+3 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branyldil (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 26% Changes stats: +1 Str / +2 Dex / +4 Mag / +1 Wil / +2 Cun Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of rough leather boots 'Arcbreaker' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +9% fire / +5% arcane / +5% cold Changes resistances penetration: +5% lightning A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)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. |
Frostpassion the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +3 Cun / +3 Con Changes damage: +3% temporal Reduces incoming crit damage: 5.00% A cap made of leather. |
Strikeriver the iron helm (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +11 Fatigue: +5% Changes stats: +3 Str / +2 Con Changes resistances: +12% lightning Changes resistances penetration: +5% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanawen (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Changes resistances: +6% nature / +11% physical Changes damage: +26% physical Critical mult.: +5.00% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +16% darkness Changes damage: +11% darkness Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% fire / +6% cold A cap made of leather. |
linen wizard hat 'Hetodig' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Stun/Freeze immunity: +10% Healing mod.: +15% A pointy cloth hat, very wizardly... |
rough leather cap 'Furnacemalice' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +1 Cun Changes resistances: +3% fire / +7% cold Changes resistances penetration: +10% fire Changes damage: +9% fire Allows you to breathe in: water A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.22 to 102.66 lightning damage (68.44 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Eilinywyn the quiver of elm arrows (16/16, 127% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 127% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +10.0% Capacity: 16 On weapon hit: * 20% chance to reduce armor by 26% On weapon crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 acid Damage (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Ravenbraid' (14/14, 107% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 107% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 On weapon hit: * 10% chance to slow global speed by 42% * 10 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 113 physical damage Travel speed: +200% Damage (Ranged): +16 darkness Damage (radius 2) on crit: +4 cold Arrows are used with bows to pierce your foes to death. |
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. |
78 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. |
Buduvon the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Changes stats: +1 Cun / +1 Str Disarm immunity: +10% Knockback immunity: +10% Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Erelizor the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +5 (+2 eff.) Changes stats: +1 Str / +4 Dex / +1 Cun / +1 Con Changes damage: +3% physical Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Cloudbone the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +6% lightning Changes resistances penetration: +5% arcane 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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Horab the Blazeonslaught [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% acid / +6% blight Changes resistances penetration: +5% blight / +5% acid Changes damage: +6% blight Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Brightvortex the elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light / 2 fire Changes resistances penetration: +15% light / +10% fire Changes damage: +3% light It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Stokeprophet [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +25% fire It can be used to sting an enemy dealing 240 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Heal for 30. * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Urthedin' [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Spell save: +3 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase the duration of 1 beneficial effects by 1. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
elm wand of conjuration [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 110 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
9 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. |
6 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arbhoulist the Ghoul Archer level 10
4th Flare 122nd year of Ascendancy at 10:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arbhoulist the Ghoul Archer level 10
4th Flare 122nd year of Ascendancy at 09:59 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Arbhoulist the Ghoul Archer level 19
67th Dusk 122nd year of Ascendancy at 03:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Arbhoulist the Ghoul Archer level 19
71st Dusk 122nd year of Ascendancy at 02:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arbhoulist the Ghoul Archer level 9
9th Mirth 122nd year of Ascendancy at 03:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arbhoulist the Ghoul Archer level 13
15th Dusk 122nd year of Ascendancy at 21:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arbhoulist the Ghoul Archer level 15
29th Dusk 122nd year of Ascendancy at 07:50 see stats
Log
Melee retaliation hits Shadow for 0 nature, 0 physical, 0 mind (0 total damage).
Shadow hits Arbhoulist for (55 absorbed), 0 physical (0 total damage).
Arbhoulist's purging blight area effect hits Yvorerin the large white snake for 13 blight damage.
Arbhoulist receives 35 healing from Arbhoulist's purging blight area effect.
Shadow receives 30 healing from Arbhoulist's purging blight area effect.
Shadow receives 30 healing from Arbhoulist's purging blight area effect.
Yvorerin the large white snake is pinned to the ground.
Arbhoulist's Pin Down hits Yvorerin the large white snake for 120 physical, 12 physical, 7 darkness, 0 arcane (139 total damage).
Arbhoulist shoots!
Yvorerin the large white snake uses Willful Strike.
Yvorerin the large white snake's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Arbhoulist crumbles.
Yvorerin the large white snake hits Arbhoulist for (75 absorbed), 63 physical (63 total damage).
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Flames.
Shadow casts Fade.
Shadow fades!
Shadow hits Arbhoulist for 58 physical damage.
Shadow hits Arbhoulist for 28 physical damage.
Shadow hits Arbhoulist for 116 fire damage.
Arbhoulist's purging blight area effect hits Yvorerin the large white snake for 13 blight damage.
Shadow receives 30 healing from Arbhoulist's purging blight area effect.
Shadow receives 30 healing from Arbhoulist's purging blight area effect.
Shadow receives 30 healing from Arbhoulist's purging blight area effect.
Melee retaliation hits Shadow for 0 nature, 0 physical, 0 mind (0 total damage).
Melee retaliation hits Shadow for 0 nature, 0 physical, 0 mind (0 total damage).
Arbhoulist the level 19 ghoul archer was dissected to death by a shadow on level 1 of The Maze.






















































































