










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Doomelf |
| Class | Doombringer |
| Level / Exp | 17 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Zubetha the alchemist golem at level 17 on the 50th Haze 122nd year of Ascendancy at 00:54 / 1 |
Primary Stats
| Strength | 54 (base 44) |
| Dexterity | 18 (base 10) |
| Constitution | 28 (base 12) |
| Magic | 36 (base 33) |
| Willpower | 12 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -175/571 |
| Mana | 86/86 |
| Stamina | 121/169 |
| Vim | 2/157 |
| Healing Factor | 1.3663636363636 |
| Regeneration | 21.264408311005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 44 |
| Crit Chance | 24% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +3% |
| Lightning | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +20% |
| Physical | +5% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 68.812421605777 (81.030927835052%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 24 |
| Physical Save | 32 |
| Spell Save | 20 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 338 damage for 4 turns. Its effects scale with your Constitution stat. |
| 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 74 damage per debuff cleansed. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Premonition |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 118 HP on the iceblock remaining. Frozen |
| beneficial effect | The target has 13 increased life regeneration. Recovery |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | Reduces cold damage received by 14%. Premonition Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within2 lumberjacks have died. | 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 | Starstalker (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +9% acid Changes resistances penetration: +20% light Changes damage: +3% light / +6% acid Stamina each turn: +0.30 Maximum life: +33.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | Undeathwither the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 12 fire / 2 nature / 2 physical Changes stats: +1 Con Changes resistances: +6% fire Changes resistances penetration: +15% nature 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. |
| On head | Mayonne the Blazemoon (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature / +12% temporal Changes damage: +3% lightning Grants telepathy: Humanoid/Orc Spell save: +4 (+2 eff.) Maximum life: +46.00 Mental crit. chance: +5% Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Islaba the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +6% light / +3% darkness Blindness immunity: +10% Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +7 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
| Around waist | Phoenixwinnow the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Changes resistances penetration: +5% fire Critical mult.: +5.00% Physical save: +6 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -20.00 life Mindpower: +2 (+2 eff.) A belt that goes around your waist. |
| In main hand | Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | Voratta the Quenchstun (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% cold Critical mult.: +10.00% Physical save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +20% Only die when reaching: -80.00 life 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. |
| Main armor | impenetrable steel plate armour of Eyal (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Life regen: +2.00 Maximum life: +22.00 Healing mod.: +12% A suit of armour made of metal plates. |
| Cloak | Glorumira the Firepulverizer (7 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +8 Defense: +7 (+0 eff.) Changes stats: +1 Str Changes resistances penetration: +5% physical Changes damage: +6% fire Physical save: +5 (+3 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BrandwinterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Damage when hit (Melee): 2 fire Changes stats: +7 Con Changes resistances: +2% physical Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 48; cd 22) 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: 24 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 48 damage per debuff cleansed. 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. |
Armelar the DuskbloodPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +3 Dex / +2 Mag / +1 Con Changes damage: +5% acid / +3% darkness / +5% fire / +5% cold / +5% lightning Mental save: +9 (+7 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+5 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet 'Runosalin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+0 eff.) Changes stats: +2 Wil Changes resistances: +13% lightning Mental save: +9 (+7 eff.) Stun/Freeze immunity: +21% Amulets can have magical properties. |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -5% Maximum encumbrance: +20 Spellpower: +6 (+3 eff.) Mindpower: +6 (+6 eff.) Rings can have magical properties. |
titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+3 eff.) Rings can have magical properties. |
Ce'Nessra the steel battleaxe (124% power, 5 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Damage (Melee): +13 nature / +12 temporal When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +10% temporal Critical mult.: +10.00% Massive two-handed battleaxes. |
Harylelar the Shockstrider (114% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 114% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 9 Damage (Melee): +9 mind When wielded/worn: Changes stats: +1 Dex / +3 Wil / +9 Cun / +3 Con Changes damage: +6% lightning / +9% acid Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 disarming acid When wielded/worn: Changes stats: +1 Str / +3 Dex / +3 Mag / +1 Wil / +3 Cun / +1 Con Changes damage: +4% acid Agate: Acid It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
balanced iron greatsword of erosion (110% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+0 eff.) Disarm immunity: +28% Massive two-handed swords. |
hateful iron greatsword of erosion (112% power, 1 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +9 darkness Damage against: +7% Living Massive two-handed swords. |
Penitence (111% power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to cure up to 4 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
EranarizorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +4 Str / +3 Wil / +3 Cun / +1 Con Changes resistances: +5% arcane Damage against: +16% Summoned Reduced damage from: +19% Summoned Light radius: +3 A belt that goes around your waist. |
Fulekalthogrim the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Physical power: +3 (+1 eff.) Defense: +6 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 34% Changes stats: +3 Dex Changes resistances: +3% nature Spell save: +9 (+4 eff.) Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
GloombreezeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire / +3% nature / +1% physical Changes resistances penetration: +5% darkness Physical save: +9 (+5 eff.) Disarm immunity: +10% Only die when reaching: -40.00 life A belt that goes around your waist. |
HellsquenchInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +18% fire / +3% cold Changes resistances penetration: +5% lightning / +5% fire Changes damage: +3% fire A belt that goes around your waist. |
Lisubrera (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 34% Changes stats: +1 Mag / +5 Wil / +4 Cun Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubiwe the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Str / +1 Dex / +2 Cun Changes damage: +3% blight Physical save: +3 (+2 eff.) Stamina each turn: +2.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armaneg (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +3% light Changes damage: +3% arcane Maximum encumbrance: +25 Physical save: +6 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% A pair of boots made of leather. |
Windquell (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 fire Changes resistances: +9% lightning / +9% cold / +5% arcane Changes resistances penetration: +5% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +5% temporal Movement speed: +25% A pair of boots made of leather. |
rough leather gloves 'Gloomgrit' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Changes stats: +2 Str / +3 Mag / +1 Con Changes resistances: +1% physical Changes damage: +4% arcane / +12% darkness Stamina each turn: +1.00 Maximum stamina: +10.00 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. |
rough leather gloves 'Nimbussear' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +2 Wil / +2 Cun Changes resistances: +12% lightning / +5% light / +6% darkness Changes resistances penetration: +20% light Vim when firing critical spell: +2.00 Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 45.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beykan the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 temporal Changes stats: +3 Cun / +3 Wil Changes damage: +9% physical Only die when reaching: -20.00 life Mindpower: +3 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nomira the Bogvagrant (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +1 Dex / +1 Con Changes resistances: +9% nature Changes damage: +3% cold Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duvudorath the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Cun / +5 Con Changes resistances: +7% cold Allows you to breathe in: water See invisible: +3 A cap made of leather. |
Ravenwilder (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% acid / +6% darkness Changes resistances penetration: +10% arcane Changes damage: +10% acid / +3% blight Critical mult.: +5.00% Damage Shield penetration: +10% A pointy cloth hat, very wizardly... |
Shimmerbearer (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 Str / +2 Dex / +3 Mag / +1 Cun Changes resistances: +5% cold / +6% fire Changes resistances penetration: +5% lightning See invisible: +3 A cap made of leather. |
Zanyledan the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes resistances: +15% lightning / +6% temporal Physical save: +18 (+9 eff.) Teleport immunity: +20% Healing mod.: +5% A pointy cloth hat, very wizardly... |
iron helm 'Fogbutcher' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +5 Dex / +2 Cun / +2 Con Changes resistances: +6% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Singestinger' (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +16% lightning / +3% fire / +3% cold Changes resistances penetration: +5% mind Changes damage: +11% lightning Confusion immunity: +20% A pointy cloth hat, very wizardly... |
mindcaging rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% mind Mental save: +11 (+8 eff.) Confusion immunity: +22% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.steel plate armour of fire resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +16% fire A suit of armour made of metal plates. |
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. |
184 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. |
Bethiwe the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Fatigue: -5% Changes stats: +3 Str / +3 Dex Changes resistances penetration: +10% physical Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Thunderbreak the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +9% lightning / +9% cold Changes resistances penetration: +5% lightning Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +3 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
MayidaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Physical power: +8 (+2 eff.) Changes stats: +1 Str Changes resistances: +1% physical Light radius: +5 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.2 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 85.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.53 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. |
Xanomina the DuathelspawnPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 2 nature / 12 fire Changes resistances: +6% darkness / +6% fire Changes damage: +9% blight / +6% darkness 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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+8 eff.) Mindpower: +5 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
Galeborn the elm totem of thorny skin [power 16] (4/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +3% light Changes damage: +6% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 32. 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. |
9 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. |
6 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. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Amoira the Doomelf Doombringer level 8
1st Summertide 122nd year of Ascendancy at 21:17 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Amoira the Doomelf Doombringer level 5
78th Pyre 122nd year of Ascendancy at 13:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Amoira the Doomelf Doombringer level 10
10th Flare 122nd year of Ascendancy at 02:09 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Amoira the Doomelf Doombringer level 17
13rd Haze 122nd year of Ascendancy at 18:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Amoira the Doomelf Doombringer level 7
4th Mirth 122nd year of Ascendancy at 06:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Amoira the Doomelf Doombringer level 10
3rd Dusk 122nd year of Ascendancy at 16:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Amoira the Doomelf Doombringer level 15
31st Dusk 122nd year of Ascendancy at 23:58 see stats
Log
Zubetha the alchemist golem casts Eye Beam.
Your shield crumbles under the damage!
The shield around Amoira crumbles.
Layatta the golem shoots!
Zubetha the alchemist golem hits Amoira for (98 absorbed), 97 lightning (97 total damage).
Amoira loses 67 health to the soulburn.
Amoira loses 21 health to the soulburn.
Amoira's purification is complete.
Amoira's purification is complete.
Zubetha the alchemist golem casts Rune: Biting Gale.
Amoira is encased in ice!
Zubetha the alchemist golem hits Amoira for 130 cold damage.
Layatta the golem shoots!
Layatta the golem stops spinning fate.
Zubetha the alchemist golem casts Eye Beam.
The protective shield of Amoira disappears.
Talent Infusion: Healing is ready to use.
Layatta the golem's Shoot hits Amoira for (4 to ice), 7 physical (7 total damage).
Layatta the golem casts Eye Beam.
Amoira casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Layatta the golem hits Amoira for (42 to ice), 62 cold (62 total damage).
Layatta the golem is no longer out of phase.
Amoira hits Iceblock for 48 physical, 10 fire (56 total damage).
Melee retaliation hits Iceblock for 9 blight, 25 fire, 3 nature, 3 physical (37 total damage).
Zubetha the alchemist golem uses Knockback.
Saving game...






























































































