










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 27 / 35% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nyba the lesser vampire at level 27 on the 8th Flare 123rd year of Ascendancy at 12:35 / 2Killed by Poryth the devourer at level 27 on the 8th Flare 123rd year of Ascendancy at 12:48 |
Primary Stats
| Strength | 3.5852299552541 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 67 (base 58) |
| Willpower | 33 (base 24) |
| Cunning | 42 (base 36) |
Resources
| Life | -374/705 |
| Mana | 371/371 |
| Vim | 228/238 |
| Healing Factor | 1.2782474226805 |
| Regeneration | 34.689875998162 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 12 |
| Crit Chance | 30% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 41% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -6% |
| Blight | +11% |
| Arcane | -9% |
| Mind | -6% |
| All | -21% |
| Lightning | -15% |
| Light | -14% |
| Temporal | -9% |
| Physical | -12% |
| Darkness | -1% |
| Nature | -6% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 27 (60%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 9 |
| Physical Save | 34 |
| Spell Save | 47 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 22%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Confusion Resistance | 100% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 252 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.3 Infusion: PrimalUse 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 heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.3 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 172.82 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blight | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Corruption / Bone | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.60 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is cursed, reducing all damage done by 21%. Curse of Impotence |
| beneficial effect | The target has 21 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its strength by 16 and doing 33.12 blight damage per turn. Weakness Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 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 Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Zubikira the snow giant. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | 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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 103. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 ice wyrm tooth. * '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.' * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of squid ink. 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 ice ant stinger. * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of dwarven-steel boots 'Aerunne' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +1 Mag Changes resistances: +3% blight Changes damage: +12% blight Silence immunity: +20% Confusion immunity: +29% Stun/Freeze immunity: +31% Stamina each turn: +0.70 Maximum stamina: +22.00 Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Blazeviper'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 6 lightning Changes resistances: +9% lightning Changes resistances penetration: +20% mind Changes damage: +6% lightning Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Branolaneg (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 4 blight Changes stats: +5 Str Changes resistances: +12% darkness / +13% mind / +12% light Changes resistances penetration: +15% blight Mental save: +16 (+6 eff.) Confusion immunity: +28% A cap made of leather. |
| Tool | Hanathel the yew totem of summon tentacle [power 195] (15/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +9% lightning / +3% acid Spellpower: +10 (+3 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 427 Base Damage: 208 Armor: 6 All Resist: 11 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Arolle'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +6 Mag Changes resistances: +26% darkness Changes damage: +13% darkness Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +31% Stamina each turn: +2.00 Rings can have magical properties. |
| On fingers | copper ring 'Porokira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% light Critical mult.: +5.00% Stun/Freeze immunity: +20% Life regen: +2.00 Maximum psi: +10.00 Mental crit. chance: +1% Rings can have magical properties. |
| Around waist | Grinakalthomas the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Damage when hit (Melee): 2 blight Changes stats: +2 Wil Changes damage: +12% temporal Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Maximum life: +108.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
| In main hand | Koraneg (120% power, 4 apr, blight element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +3 Con Changes resistances: +6% acid / +3% cold / +5% arcane Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +24.00% Spell save: +9 (+3 eff.) Life regen: +1.10 Spellpower: +15 (+4 eff.) Spell crit. chance: +16% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Forestspar the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Fatigue: +3% Changes resistances: +6% nature / +12% temporal Changes damage: +12% arcane Physical save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +30% Vim when firing critical spell: +2.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +2% 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 | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+6 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | cashmere cloak 'Balancequarry' (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +15 (+7 eff.) Armour: +3 Defense: +7 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% Changes resistances: +7% acid / +7% fire / +7% lightning / +5% cold Critical mult.: +5.00% Physical save: +13 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EletiraPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +20 (+9 eff.) Damage (Melee): 7 light / 9 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 19% * 7% chance to blind Changes stats: +2 Str / +4 Con Changes resistances: +13% mind Changes damage: +9% physical / +7% light / +7% darkness Physical save: +9 (+5 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +33% Life regen: +3.00 Maximum life: +45.00 Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 124; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 177; dur 4; cd 23)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 176.57 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 261; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.3 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 create a protective shield absorbing at most 261 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 340; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.3 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 create a protective shield absorbing at most 340 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+9 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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. |
Barezilaldil the Oozeorder =5 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+7 eff.) Changes stats: +5 Str / +9 Con Changes damage: +15% nature Physical save: +6 (+3 eff.) Rings can have magical properties. |
Daimorach the BrightministerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% light Changes damage: +15% fire Stun/Freeze immunity: +24% Life regen: +2.00 Light radius: +3 Rings can have magical properties. |
gladiator's steel ring of tenacity =5 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +5 Str / +5 Con Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +26% Maximum life: +21.00 Rings can have magical properties. |
marksman's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 162.20 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.Wretchnail the steel greatsword (151% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 151% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 23 Damage (Melee): +12 nature / +12 physical When wielded/worn: Armour penetration: +2 Changes stats: +2 Dex Changes damage: +12% mind Maximum stamina: +30.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Betyyada the elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +3.0% Effects on ranged hit: * 20% chance to reduce armor by 37% Changes stats: +4 Str / +4 Cun / +6 Con Changes resistances: +12% acid Changes damage: +6% blight Reduces incoming crit damage: 10.00% Longbows are used to shoot arrows at your foes. |
Corpsebolt (120% power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +3 Mag / +1 Wil Changes resistances penetration: +10% nature Changes damage: +20% blight / +12% nature Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Floeking the yew magestaff (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +6% Defense: +8 (+5 eff.) Changes resistances: +12% cold Changes resistances penetration: +15% lightning Changes damage: +20% blight / +6% cold Talent granted: +1 Command Staff Physical save: +5 (+3 eff.) Mana each turn: +0.23 Maximum mana: +38.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 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 67.78 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced iron waraxe (105% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+4 eff.) Disarm immunity: +23% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe of erosion (112% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 nature One-handed war axes. |
Chamarand the rough leather belt =4 cun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Changes stats: +4 Cun Critical mult.: +10.00% Maximum life: +34.00 See invisible: +6 A belt that goes around your waist. |
Cyrimira the Tundraglamour (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +5 Mag / +3 Wil Changes damage: +3% arcane / +6% cold Maximum mana: +60.00 Spellpower: +15 (+4 eff.) Damage Shield penetration: +10% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% 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. |
Aeroba the Lightningpride (0 def, 4 armour) =water=Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +4 Str Changes resistances: +18% mind / +9% cold Changes resistances penetration: +5% lightning Changes damage: +9% lightning Allows you to breathe in: water Mental save: +10 (+4 eff.) Confusion immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glarebreak' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +3 Con Changes resistances: +3% light Changes resistances penetration: +10% blight Changes damage: +9% blight Psi when hit: +0.04 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Demonvengeance the steel mail armour (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +4 Dex / +5 Wil / +2 Cun Changes resistances: +7% acid / +6% physical / +9% darkness / +7% fire / +8% lightning / +7% cold Changes resistances penetration: +15% darkness Light radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Gynn (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +7 Fatigue: +22% Changes stats: +5 Mag / +8 Wil Changes resistances: +6% mind Changes resistances penetration: +10% blight Critical mult.: +15.00% Physical save: +6 (+3 eff.) Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel shield of physical resistance (+10%) (0 def, 4 armour, 43 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Shocknail the quiver of ash arrows (17/17, 129% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 130% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 lightning / +16 arcane Damage (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
251 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. |
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. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
HellsslicerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Dex Changes resistances: +4% physical Changes resistances penetration: +5% fire Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +10% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
This item will automatically be transmogrified when you leave the level.Tundraoblivion the pouch of iron shots (12/12, 113% power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 On weapon hit: * 20% chance to reduce armor by 37% Damage (Ranged): +8 acid / +7 nature / +20 cold Damage (radius 1) on hit: +20 acid Damage (radius 2) on crit: +8 acid / +8 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Betusenne the ash totem of stinging [power 200] (15/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +25 (+10 eff.) Changes damage: +9% physical Mental save: +3 (+1 eff.) Poison immunity: +20% Pinning immunity: +20% Healing mod.: +10% It can be used to sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 15] (15/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Puffdaddy the Shalore Corruptor level 9
3rd Dusk 122nd year of Ascendancy at 11:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Puffdaddy the Shalore Corruptor level 22
75th Regrowth 123rd year of Ascendancy at 23:54 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Puffdaddy the Shalore Corruptor level 24
79th Regrowth 123rd year of Ascendancy at 09:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Puffdaddy the Shalore Corruptor level 10
9th Dusk 122nd year of Ascendancy at 15:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Puffdaddy the Shalore Corruptor level 20
59th Regrowth 123rd year of Ascendancy at 17:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Puffdaddy the Shalore Corruptor level 14
46th Dusk 122nd year of Ascendancy at 05:29 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Puffdaddy the Shalore Corruptor level 25
6th Mirth 123rd year of Ascendancy at 18:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Puffdaddy the Shalore Corruptor level 17
9th Haze 122nd year of Ascendancy at 08:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Puffdaddy the Shalore Corruptor level 5
3rd Mirth 122nd year of Ascendancy at 00:38 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Puffdaddy the Shalore Corruptor level 24
3rd Mirth 123rd year of Ascendancy at 03:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Puffdaddy the Shalore Corruptor level 9
2nd Flare 122nd year of Ascendancy at 00:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Puffdaddy the Shalore Corruptor level 22
75th Regrowth 123rd year of Ascendancy at 16:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Puffdaddy the Shalore Corruptor level 16
5th Haze 122nd year of Ascendancy at 20:57 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Puffdaddy the Shalore Corruptor level 27
8th Flare 123rd year of Ascendancy at 12:36 see stats
Log
Weakness Disease from Poryth the devourer hits Puffdaddy for (35 absorbed), 0 blight, 8 healing (0 total damage) [8 healing].
Decrepitude Disease from Puffdaddy hits Ce'Nyba the lesser vampire for 22 blight damage.
Poryth the devourer casts Drain.
Your shield crumbles under the damage!
The shield around Puffdaddy crumbles.
Poryth the devourer hits Puffdaddy for (75 absorbed), 161 blight (161 total damage).
Soul Rot is still on cooldown for 1 turns.
Puffdaddy casts Drain.
Puffdaddy's spell attains critical power!
Puffdaddy hits Ce'Nyba the lesser vampire for 289 blight damage.
Talent Blood Spray is ready to use.
Talent Soul Rot is ready to use.
Talent Virulent Disease is ready to use.
Weakness Disease from Poryth the devourer hits Puffdaddy for 39 blight damage.
Decrepitude Disease from Puffdaddy hits Ce'Nyba the lesser vampire for 22 blight damage.
Ce'Nyba the lesser vampire casts Invoke Darkness.
Poryth the devourer casts Soul Rot.
Poryth the devourer's spell attains critical power!
Ce'Nyba the lesser vampire leeches life from Puffdaddy!
Ce'Nyba the lesser vampire hits Puffdaddy for 97 darkness damage.
Ce'Nyba the lesser vampire receives 18 healing from Puffdaddy.
Puffdaddy casts Soul Rot.
Poryth the devourer's Soul Rot hits Puffdaddy for 431 blight damage.
Decrepitude Disease from Puffdaddy hits Ce'Nyba the lesser vampire for 18 blight damage.
Puffdaddy the level 27 shalore corruptor was infected to death by Poryth the devourer on level 3 of Daikara.
Puffdaddy is no longer cursed.
Puffdaddy has finished recovering.
Puffdaddy is free from the weakness disease.
































































































