Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 25 / 6% |
| Size | big |
| Lifes / Deaths | Killed by skeleton master archer at level 23 on the 13rd Haze 122nd year of Ascendancy at 23:25 / 2Killed by snow giant boulder thrower at level 25 on the 15th Haze 122nd year of Ascendancy at 01:03 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 12 (base 12) |
| Constitution | 47 (base 39) |
| Magic | 64 (base 53) |
| Willpower | 26 (base 16) |
| Cunning | 21 (base 12) |
Resources
| Mana | 361/374 |
| Psi | 106/106 |
| Life | -69/738 |
| Positive | 27/122 |
| Paradox | 348 |
| Equilibrium | 0 |
| Healing Factor | 1 |
| Regeneration | 1.15 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +574.10594559851% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 11 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.8 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 24.624379307453 (30%) |
| Defense | 21.85 |
| Ranged Defense | 21.85 |
| Fatigue | 0 |
| Physical Save | 25.75 |
| Spell Save | 38.431782182807 |
| Mental Save | 26.725 |
Defense: Resistances
| All | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 28% |
| Confusion Resistance | 31% |
| Stun Resistance | 100% |
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 277 damage for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Skate |
| talent | Matter Weaving |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 57.51 fire damage per turn. Burning |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 498% faster. Wild Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 12%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Veluma the fire drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Silytha the grave wight. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Charm Mastery (+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 Shardskin. * 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | cruel dragonbone starstaff of illumination (30-36 power, 6 apr, physical element) cruel dragonbone starstaff of illumination (30-36 power, 6 apr, physical element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +9 (+4 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 76.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 168 alchemist onyx 168 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
| On head | rough leather cap 'Cloudonslaught' (0 def, 1 armour) rough leather cap 'Cloudonslaught' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning / 4 temporal Changes stats: +4 Wil / +4 Mag Changes damage: +6% blight / +6% temporal / +7% arcane Spell crit. chance: +2% A cap made of leather. |
| On feet | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) =resists= undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) =resists=Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +25% Confusion immunity: +31% Stun/Freeze immunity: +29% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | volcanic yew wand of clairvoyance [power 11] (2/6 cooldown) volcanic yew wand of clairvoyance [power 11] (2/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +1 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+8 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +6 Str / +2 Mag / +2 Wil / +2 Cun / +8 Con Spellpower: +15 (+4 eff.) Mindpower: +9 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | yew magestaff 'Brenorach' (20-24 power, 4 apr, physical element) yew magestaff 'Brenorach' (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Changes stats: +2 Str / +2 Wil Changes damage: +20% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Physical save: +7 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to project a bolt from the staff (to range 8) dealing 33.45 - 40.14 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Tarrydunagorn (0 def, 2 armour) Tarrydunagorn (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes damage: +18% acid Mana each turn: +0.15 Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | hardened leather belt 'Chaleblek' hardened leather belt 'Chaleblek'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Dex / +1 Mag Changes damage: +9% acid Reduced damage from: +15% Summoned Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Mental save: +7 (+4 eff.) Mana each turn: +0.13 Maximum mana: +37.00 Spellpower: +5 (+1 eff.) A belt that goes around your waist. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +12% darkness / +12% temporal Spell save: +6 (+3 eff.) Maximum mana: +45.00 Defense after a teleport: +10 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Vorurerin' (2 def, 0 armour) cashmere robe 'Vorurerin' (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +2 Wil Changes resistances: +12% temporal / +19% cold Changes damage: +12% temporal / +13% cold Stun/Freeze immunity: +30% Mana each turn: +0.18 Maximum mana: +58.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 226) healing infusion of the wizard (heal 226)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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. |
wild infusion of the wizard (resist 24%; cure physical) wild infusion of the wizard (resist 24%; cure physical)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
biting gale rune (28 cold damage; 15 apply power) biting gale rune (28 cold damage; 15 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 direct a cone of chilling stormwind doing 28.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bokeregogrim the copper amulet Bokeregogrim the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +2% physical Amulets can have magical properties. |
Carrionriver the copper amulet Carrionriver the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes resistances penetration: +5% nature Critical mult.: +5.00% Confusion immunity: +23% Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +20% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 182 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Issokor the gold amulet Issokor the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+9 eff.) Physical crit. chance: +1.0% Changes resistances: +12% lightning Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +26% Amulets can have magical properties. |
gold amulet 'Belisessra' gold amulet 'Belisessra'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +4 Str / +1 Dex Critical mult.: +13.00% Amulets can have magical properties. |
insulating gold amulet of manastreaming insulating gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% cold / +11% fire Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
steel amulet 'Arthuduhad' steel amulet 'Arthuduhad'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% acid / +14% light / +12% darkness Changes resistances penetration: +10% physical Blindness immunity: +22% Maximum stamina: +5.00 Amulets can have magical properties. |
Ce'Nynne the steel ring Ce'Nynne the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +5 Wil / +5 Cun Changes resistances penetration: +10% physical Changes damage: +3% physical Mindpower: +7 (+4 eff.) Rings can have magical properties. |
conjurer's steel ring of light (+20%) conjurer's steel ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +20% light Changes damage: +10% light Spellpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring of light (+22%) steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
titan's copper ring of fire (+22%) titan's copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of light (+20%) warrior's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Blazeclash (20-24 power, 4 apr, darkness element)Blazeclash (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze Damage Shield penetration (this weapon only): +40% When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +3 Wil / +1 Mag Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +43.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Duskfurnace (18-21.6 power, 3 apr, cold element) Duskfurnace (18-21.6 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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% When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Damage when hit (Melee): 4 darkness Changes damage: +18% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum psi: +20.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 76.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt 'Kilnedge' hardened leather belt 'Kilnedge'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +4 Dex / +5 Wil / +5 Cun Changes resistances: +12% fire Changes damage: +3% fire Physical save: +13 (+6 eff.) Spell save: +15 (+6 eff.) Mental save: +13 (+6 eff.) A belt that goes around your waist. |
hardened leather belt of unlife hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 36.80 to 46.00 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dreamer's silk robe (3 def, 0 armour) dreamer's silk robe (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +12% mind / +16% darkness Physical save: +15 (+8 eff.) Spell save: +12 (+5 eff.) Mental save: +30 (+14 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. |
Deledin the Stokeonslaught (0 def, 3 armour) Deledin the Stokeonslaught (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +1 Con Changes damage: +3% fire Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Maximum encumbrance: +32 Physical save: +8 (+4 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Mardilathadunakath the Scabnoon (2 def, 1 armour) Mardilathadunakath the Scabnoon (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 8 nature Spell save: +3 (+2 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Kindleglean' (0 def, 3 armour) pair of hardened leather boots 'Kindleglean' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +1 Mag Changes damage: +9% fire Reduces incoming crit damage: 10.00% A pair of boots made of leather. |
mindwoven cashmere wizard hat of the mountain (+10%) (2 def, 0 armour) mindwoven cashmere wizard hat of the mountain (+10%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% physical Changes damage: +10% physical Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Daimiduthad the Glittermark (6 def, 2 armour, 41 block)Daimiduthad the Glittermark (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +20% fire Changes resistances penetration: +10% light Talent granted: +2 Block Stamina each turn: +0.60 Healing mod.: +5% Handheld deflection devices. |
16 agate 16 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
575 alchemist agate 575 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
21 alchemist lapis lazuli 21 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
30 alchemist opal 30 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
38 aquamarine 38 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 lapis lazuli 22 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.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
43 opal 43 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
30 topaz 30 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nerariatta the Glintswift (dig speed 6 turns) Nerariatta the Glintswift (dig speed 6 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +7 (+4 eff.) Damage when hit (Melee): 8 light Changes stats: +8 Str / +6 Wil Changes resistances: +6% light / +5% arcane Changes resistances penetration: +10% arcane / +16% physical Changes damage: +9% light Critical mult.: +15.00% Mental crit. chance: +9% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
32 emerald 32 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 spinel 18 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Adurianne the alchemist's lamp Adurianne the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Dex Changes damage: +3% mind Reduces incoming crit damage: 5.00% Maximum life: +57.00 Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
25 garnet 25 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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. |
Morningqueller the ash totem of cure ailments [power 2] (2/9 cooldown) Morningqueller the ash totem of cure ailments [power 2] (2/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% darkness Changes damage: +6% light Confusion immunity: +5% It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
35 amethyst 35 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of trap destruction 'Flashsever' [power 66] (2/14 cooldown) yew wand of trap destruction 'Flashsever' [power 66] (2/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +3% darkness Talent granted: +2 Strike Physical save: +10 (+5 eff.) It can be used to disarm traps (66 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 quartz 23 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
73 alchemist zircon 73 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
9 ametrine 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 citrine 15 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon 15 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Parak? the Ogre Adventurer level 23
12nd Haze 122nd year of Ascendancy at 10:03 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Parak? the Ogre Adventurer level 22
70th Dusk 122nd year of Ascendancy at 15:45 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Parak? the Ogre Adventurer level 10
10th Flare 122nd year of Ascendancy at 18:55 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Parak? the Ogre Adventurer level 20
58th Dusk 122nd year of Ascendancy at 12:01 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Parak? the Ogre Adventurer level 15
29th Dusk 122nd year of Ascendancy at 08:55 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Parak? the Ogre Adventurer level 12
14th Dusk 122nd year of Ascendancy at 00:09 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Parak? the Ogre Adventurer level 8
4th Flare 122nd year of Ascendancy at 22:13 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Parak? the Ogre Adventurer level 21
68th Dusk 122nd year of Ascendancy at 06:55 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Parak? the Ogre Adventurer level 23
13rd Haze 122nd year of Ascendancy at 23:26 see stats
Log
Parak? is on fire!
Layidawyn the snow giant hits Parak? for 147 fire damage.
Parak? casts Earthen Missiles.
Parak?'s spell attains critical power!
Parak?'s spell attains critical power!
Layidawyn the snow giant starts to bleed.
Parak?'s Earthen Missiles hits Layidawyn the snow giant for 112 physical, 19 physical (130 total damage).
Parak?'s Earthen Missiles hits Layidawyn the snow giant for 69 physical, 11 physical (80 total damage).
Parak?'s Earthen Missiles hits Layidawyn the snow giant for 112 physical, 19 physical (130 total damage).
Bleeding from Parak? hits Layidawyn the snow giant for 30 physical damage.
Burning from Layidawyn the snow giant hits Parak? for 49 fire damage.
Parak? shifts reality.
Parak? is out of phase.
You lose control and unleash an anomaly!
Bleeding from Parak? hits Layidawyn the snow giant for 43 physical damage.
Something hits Parak? for 106 temporal damage.
Parak? misses Snow giant.
Burning from Layidawyn the snow giant hits Parak? for 43 fire damage.
Parak? uses Infusion: Movement.
Parak? is moving freely.
Parak? prepares for the next kill!.
Snow giant uses Infusion: Movement.
Snow giant is moving freely.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower's mind surges with critical power!
Saving game...
