Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 22 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Aerowyn the white wolf at level 22 on the 48th Haze 122nd year of Ascendancy at 06:05 / 1 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 22 (base 10) |
| Constitution | 28 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 56 (base 51) |
| Cunning | 44.6 (base 27) |
Resources
| Life | -4/515 |
| Stamina | 319/319 |
| Psi | 126/126 |
| Healing Factor | 1.1 |
| Regeneration | 66.4158 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.783646509902% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 52 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.3 (66.666666666667%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 18.550856531049 |
| Physical Save | 28 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Stun Resistance | 33% |
| Disarm Resistance | 69% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | Scoured by natural acid, reducing their offensive power ratings by 20%. Scoured |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 59.53 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 56.02 physical damage per turn. Bleeding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Track (+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 Light of Foot (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Psionic focus | Nerita the steel battleaxe (23-34.5 power, 2 apr) Nerita the steel battleaxe (23-34.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 Base power: 23.0 - 34.5 Uses stat: 112% Wil Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 light / +9 mind Damage against: +7% Undead When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +2 Dex / +1 Wil Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +32% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets 'Isylewyn' (0 def, 2 armour) dwarven-steel gauntlets 'Isylewyn' (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Armour: +2 Changes resistances: +2% physical Physical save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +37% Mindpower: +6 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (113 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Kindleborn' (0 def, 3 armour) iron helm 'Kindleborn' (0 def, 3 armour)Requires: - Talent 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: * 30% chance to blind Changes stats: +3 Con Changes damage: +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of hardened leather boots 'Morbusbringer' (0 def, 3 armour) pair of hardened leather boots 'Morbusbringer' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +3 Con Changes resistances penetration: +5% nature Changes damage: +6% temporal It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | hateful dwarven-steel torque of mindblast [power 209] (5/6 cooldown) hateful dwarven-steel torque of mindblast [power 209] (5/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam dealing 104.50 to 209.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's gold ring of misery rogue's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +8 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | Zubyganor ZubyganorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +4 Cun / +3 Con Maximum encumbrance: +30 Spell save: +11 (+5 eff.) Maximum stamina: +17.00 Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| Around neck | gold amulet 'Cloudjeer' gold amulet 'Cloudjeer'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Fatigue: -4% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 nature / 4 lightning Changes stats: +4 Dex / +4 Cun / +6 Con Changes resistances: +22% lightning Critical mult.: +10.00% Stun/Freeze immunity: +33% Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | dwarven-steel waraxe 'Guwyn' (19.5-27.3 power, 4 apr) dwarven-steel waraxe 'Guwyn' (19.5-27.3 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 94% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +9% acid / +6% darkness / +8% fire / +9% lightning / +10% cold Spell save: +8 (+4 eff.) Blindness immunity: +5% Poison immunity: +10% Pinning immunity: +5% One-handed war axes. |
| Around waist | hardened leather belt 'Noontrial' hardened leather belt 'Noontrial'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% light Changes resistances penetration: +10% physical Changes damage: +12% physical Light radius: +1 Infravision radius: +2 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | cashmere cloak 'Betharin' (2 def, 0 armour) cashmere cloak 'Betharin' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Changes stats: +1 Con / +1 Wil Changes resistances: +6% cold Blindness immunity: +15% Maximum life: +70.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Manolathatar (2 def, 6 armour) Manolathatar (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +3 Wil Changes resistances: +23% blight / +24% nature / +5% arcane Reduced damage from: +12% Unnatural Maximum life: +28.00 Maximum psi: +20.00 Mental crit. chance: +1% A suit of armour made of mail. |
Inventory
regeneration infusion of the sneak (heal 318 over 5 turns) regeneration infusion of the sneak (heal 318 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 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 ability. |
Erelentir the Phoenixstinger Erelentir the PhoenixstingerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +12% physical / +9% fire Changes resistances penetration: +15% arcane Changes damage: +12% physical / +6% fire Stun/Freeze immunity: +32% Life regen: +1.70 Spellpower: +5 (+1 eff.) Rings can have magical properties. |
Radhifast the gold ring Radhifast the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +26% lightning Changes damage: +13% lightning Critical mult.: +5.00% Maximum psi: +20.00 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
rogue's copper ring of darkness (+20%) rogue's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
Ivylemina the Prismshaper (10.5-13.65 power, 12 apr) Ivylemina the Prismshaper (10.5-13.65 power, 12 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 42% Wil, 42% Cun Damage type: Light Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +18% Damage (Melee): +6 cold Burst (radius 1) on hit: +8 light / +4 mind When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +6% mind Sharp, short and deadly. |
Ragumablek (19-24.7 power, 7 apr) Ragumablek (19-24.7 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 42% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to torment the target On weapon crit: * cripple the target When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +6% mind / +7% darkness Changes damage: +9% mind / +6% temporal Disarm immunity: +20% Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 42% Wil, 52% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel longsword 'Eryroddakath' (16-22.4 power, 3 apr) steel longsword 'Eryroddakath' (16-22.4 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 94% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +6 nature / +7 temporal When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +6% nature Changes resistances penetration: +5% acid Spell save: +6 (+3 eff.) Blindness immunity: +5% Confusion immunity: +5% Life regen: +1.00 Sharp, long, and deadly. |
steel mace 'Spidernight' (19.5-27.3 power, 3 apr) steel mace 'Spidernight' (19.5-27.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.5 - 27.3 Uses stat: 94% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 light / +8 temporal Damage against: +9% Undead When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +7% temporal Changes resistances penetration: +5% nature Changes damage: +3% blight Critical mult.: +5.00% Blunt and deadly. |
Zubyressra the ash magestaff (15-18 power, 3 apr, fire element) Zubyressra the ash magestaff (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +4 blight When wielded/worn: Damage (Melee): 18 fire Changes resistances penetration: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +10 (+3 eff.) Spell crit. chance: +7% Infravision radius: +3 See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
Polydamina the Ravencut (2 def, 0 armour) Polydamina the Ravencut (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Dex / +2 Mag / +3 Wil / +7 Cun Changes resistances: +9% darkness / +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Biyazilachak' (1 def, 0 armour) linen cloak 'Biyazilachak' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Layymille' (3 def, 2 armour) woollen robe 'Layymille' (3 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Changes stats: +1 Wil Changes resistances: +7% lightning / +18% darkness / +8% light / +7% blight / +7% fire / +14% mind / +7% cold Changes damage: +6% arcane Critical mult.: +5.00% Physical save: +37 (+16 eff.) Spell save: +34 (+14 eff.) Mental save: +31 (+13 eff.) Spellpower: +4 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Phlegmmaster the pair of rough leather boots (0 def, 1 armour) Phlegmmaster the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +6% nature Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Faliromifang' (4 def, 3 armour) pair of hardened leather boots 'Faliromifang' (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes stats: +4 Dex / +1 Mag / +2 Cun Reduces incoming crit damage: 15.00% Spellpower: +4 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 143.04 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Demonqueen' (0 def, 4 armour) dwarven-steel helm 'Demonqueen' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +3% darkness / +6% cold Changes damage: +6% darkness / +9% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Saluldamina (2 def, 12 armour) Saluldamina (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +9% Damage when hit (Melee): 4 acid Changes resistances: +6% mind / +6% acid Changes resistances penetration: +10% acid Changes damage: +3% acid Physical save: +7 (+3 eff.) Mental save: +10 (+5 eff.) Maximum life: +20.00 A suit of armour made of mail. |
Betimiba the Blazereek (2 def, 6 armour) Betimiba the Blazereek (2 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 mind Changes resistances: +7% acid / +6% cold Changes resistances penetration: +10% fire Changes damage: +6% mind Allows you to breathe in: water Maximum life: +51.00 A suit of armour made of leather. |
cured leather armour 'Veloldavena' (2 def, 4 armour) cured leather armour 'Veloldavena' (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +3 Mag Changes resistances: +6% cold / +16% fire / +6% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Physical save: +10 (+5 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Kilnoracle the steel shield (6 def, 2 armour, 41 block) Kilnoracle the steel shield (6 def, 2 armour, 41 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 40% Damage (Melee): 6 lightning Damage when hit (Melee): 12 ice / 10 lightning Changes stats: +2 Wil Changes resistances: +11% blight / +11% cold / +11% nature Talent granted: +2 Block Handheld deflection devices. |
Gesta the quiver of yew arrows (24/24, 28.5-39.9 power, 10 apr) Gesta the quiver of yew arrows (24/24, 28.5-39.9 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 47% Wil, 66% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 24 Damage (Ranged): +8 acid / +17 temporal / +20 nature / +10 darkness Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 acid Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Gloruwen' (16/16, 22-30.8 power, 11 apr) quiver of ash arrows 'Gloruwen' (16/16, 22-30.8 power, 11 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 47% Wil, 66% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +3.5% Capacity: 16 Travel speed: +200% Damage (Ranged): +16 insidious poison / +12 lightning Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +6 lightning / +8 acid Arrows are used with bows to pierce your foes to death. |
5 agate 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. |
143 alchemist agate 143 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. |
5 aquamarine 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 lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Erayaromidor' (dig speed 14 turns) dwarven-steel pickaxe 'Erayaromidor' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +2 Str Changes resistances: +9% temporal Critical mult.: +11.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
7 spinel 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. |
Planar Beacon Planar BeaconPowered 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 35.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 35.32 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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) 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, costing 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 Chest 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), costing 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. |
2 amethyst 2 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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 45 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Metalheart the Cornac Mindslayer level 22
41st Haze 122nd year of Ascendancy at 02:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Metalheart the Cornac Mindslayer level 10
9th Flare 122nd year of Ascendancy at 16:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Metalheart the Cornac Mindslayer level 20
2nd Haze 122nd year of Ascendancy at 07:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Metalheart the Cornac Mindslayer level 7
2nd Flare 122nd year of Ascendancy at 17:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Metalheart the Cornac Mindslayer level 12
17th Dusk 122nd year of Ascendancy at 20:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Metalheart the Cornac Mindslayer level 19
77th Dusk 122nd year of Ascendancy at 10:46 see stats
Log
Aerowyn the white wolf hits Metalheart for 6 lightning, (4 to psi shield), 5 cold, , 0 arcane (11 total damage).
Aerowyn the white wolf is dazed!
Aerowyn the white wolf is not dazed anymore.
Bleeding from Metalheart hits Aerowyn the white wolf for 2 physical damage.
Glille the cold drake hatchling uses Bloodstream.
Metalheart uses his hateful dwarven-steel torque of mindblast!
Aerowyn the white wolf uses Continuous Butchery.
Metalheart starts to bleed.
Metalheart hits Aerowyn the white wolf for 0 mind, 4 lightning, 8 temporal, 0 nature, 4 lightning, 8 temporal, 7 nature, 4 lightning, 8 temporal, 7 nature, 4 lightning, 8 temporal, 7 nature (70 total damage).
Metalheart hits Venom drake for 174 mind damage.
Metalheart hits Glille the cold drake hatchling for 174 mind damage.
Tempest of Metal hits Metalheart for (24 to psi shield), 25 physical, 4 lightning (29 total damage).
Aerowyn the white wolf hits Metalheart for (49 to psi shield), 51 physical, 4 lightning, (21 to psi shield), 22 physical, (2 to psi shield), 2 nature, 4 lightning, (36 to psi shield), 38 physical, (2 to psi shield), 2 nature, 4 lightning (127 total damage).
Talent Mindlash is ready to use.
Metalheart's Beyond the Flesh hits Aerowyn the white wolf for 42 temporal, 10 light, 9 mind, , , , 1 physical, (62 total damage).
Bleeding from Aerowyn the white wolf hits Metalheart for (13 to psi shield), 14 physical (14 total damage).
Aerowyn the white wolf hits Metalheart for 7 lightning, (5 to psi shield), 5 cold, , 0 arcane (13 total damage).
Aerowyn the white wolf is dazed!
Rocky mountain turns into rocky ground.
Venom drake spits acid!
Aerowyn the white wolf is not dazed anymore.
Aerowyn the white wolf shrugs off the effect 'Disarmed'!
Bleeding from Metalheart hits Aerowyn the white wolf for 2 physical damage.
Venom drake hits Aerowyn the white wolf for 80 acid damage.
Venom drake hits Metalheart for (51 to psi shield), 83 acid (83 total damage).
Venom drake hits Glille the cold drake hatchling for 138 acid damage.
Glille the cold drake hatchling uses Bloodstream.
Aerowyn the white wolf uses To The Arms.
Saving game...
