











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 25 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Bethyda the copperhead snake at level 18 on the 50th Dusk 122nd year of Ascendancy at 12:15 / 2Killed by Borius, Avatar of Bearness at level 25 on the 50th Haze 122nd year of Ascendancy at 03:35 |
Primary Stats
| Strength | 77 (base 52) |
| Dexterity | 11 (base 10) |
| Constitution | 25 (base 10) |
| Magic | 75 (base 55) |
| Willpower | 25 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Mana | 179/319 |
| Vim | 196/196 |
| Life | -163/536 |
| Positive | 57/122 |
| Stamina | 193/230 |
| Healing Factor | 1.2245178243369 |
| Regeneration | 0.30612945608423 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +27% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 44 |
| Crit Chance | 39% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +71% |
| Darkness | +12% |
| Nature | +3% |
| Physical | +10% |
| Fire | +0% |
| All | +0% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +52% |
| Physical | +57% |
| Mind | +20% |
| Fire | +40% |
Defense: Base
| Armour (hardiness) | 49.551211628464 (73.607947236566%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 43 |
| Physical Save | 38 |
| Spell Save | 33 |
| Mental Save | 24 |
Defense: Resistances
| Acid | 9%( 70%) |
| Blight | 3%( 70%) |
| Arcane | 8%( 70%) |
| Cold | 18%( 70%) |
| All | 3%( 70%) |
| Physical | 5%( 70%) |
| Lightning | 38%( 70%) |
| Light | 70%( 70%) |
| Temporal | 17%( 70%) |
| Mind | 31%( 70%) |
| Darkness | 26%( 70%) |
| Fire | 3%( 70%) |
| Nature | 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 34% |
| Confusion Resistance | 21% |
| Disarm Resistance | 33% |
| Knockback Resistance | 46% |
| Instadeath Resistance | 100% |
| Blind Resistance | 96% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 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 70 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 45 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. |
Class Talents
| Celestial / Sun | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Escort: injured seer (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Lisimira the large white snake. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Hunt for the legendary Plumpkin! | active |
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders&LIGHT_GREENWHITESLATE | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed minotaur nose. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. * You&WHITELIGHT_GREEN039;ve found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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
| On feet | Layywen (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Str / +3 Mag / +6 Cun / +3 Con Changes resistances: +2% physical Stamina each turn: +3.00 Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(77 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Furnaceprophet the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +4 Str Changes resistances: +6% lightning / +6% mind Changes resistances penetration: +20% mind / +15% fire When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Relgubar the Cloudlord (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag / +2 Cun Changes resistances: +9% lightning Changes resistances penetration: +12% physical Changes damage: +9% lightning Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +17 (+9 eff.) Changes resistances: +6% acid Changes resistances penetration: +5% light / +25% acid Changes damage: +9% light Blindness immunity: +29% Infravision radius: +4 See stealth: +10 See invisible: +14 Movement speed: +27% Can be unequipped or rerolled. Activating this item is instant. 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 Activation puts all charms on cooldown for 1 turns. "This isn& |
| On fingers | Xeldayawe the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Con Changes resistances penetration: +20% physical Physical save: +9 (+3 eff.) Disarm immunity: +33% Pinning immunity: +34% Knockback immunity: +46% Maximum life: +36.00 Maximum stamina: +20.00 Rings make your fingers look great! |
| Around neck | FlowerfoeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% * 20% chance to reduce armor by 36% Damage when hit (Melee): 4 acid Changes resistances: +23% mind / +6% nature / +12% darkness Confusion immunity: +21% Only die when reaching: -40.00 life Amulets make your neck look great! |
| In main hand | Earthwhisper the dragonbone starstaff (30-36 power, 6 apr, light element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +5% arcane / +15% cold Changes damage: +3% nature / +30% light Talent granted: +1 Command Staff Critical mult.: +12.00% Disease immunity: +10% Spellpower: +15 (+5 eff.) Spell crit. chance: +14% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | UlyldilInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +5 Mag / +4 Wil / +3 Cun Changes resistances: +10% lightning / +14% temporal Infravision radius: +3 A belt that goes around your waist. |
| In off hand | flaming steel shield of the stars (0 def, 4 armour, 13-16 power, 42 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +11 light / +12 darkness Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 7 fire Changes stats: +1 Cun / +1 Mag Changes resistances: +12% light / +12% darkness Changes damage: +12% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak &039; (3 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +16 Defense: +3 (+2 eff.) Changes stats: +3 Str / +3 Con Changes resistances penetration: +25% fire / +25% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour of thunder (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+3 eff.) Armour: +7 Fatigue: +22% Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +11% lightning Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Mindpower: +10 (+5 eff.) Mental crit. chance: +4% A suit of armour made of metal plates. |
Inventory
BorastirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Defense: +30 (+14 eff.) Changes stats: +5 Wil Mental save: +12 (+6 eff.) Poison immunity: +20% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Layamina the Naturekill Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Changes resistances: +9% lightning / +9% temporal / +3% light / +3% blight / +9% nature Changes resistances cap: +3% all Changes resistances penetration: +20% nature Changes damage: +6% nature Physical save: +18 (+6 eff.) Amulets make your neck look great! |
insulating copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
Unrygorn the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% temporal Physical save: +7 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.04 Maximum vim: +10.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.86 cold and 11.95 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
warrior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% darkness Changes damage: +12% darkness Rings make your fingers look great! |
flaming voratun dagger of daylight (37-48 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +13 light Damage (radius 1) on hit: +10 fire Damage against: +14% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Gledatira (43-60 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +1 Str / +6 Cun Changes resistances: +3% nature / +6% temporal Changes damage: +9% physical Reduces incoming crit damage: 10.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace (26-36 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stralite mace &039; (44-62 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% light / +15% cold Mental save: +6 (+3 eff.) Maximum hate: +8.00 Mindpower: +10 (+5 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.living mindstar &039; (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +20 fire When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +12% nature Changes damage: +6% nature Talent granted: +1 Attune Mindstar Mental save: +5 (+2 eff.) Maximum psi: +19.00 Mindpower: +30 (+14 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Isimiwen (15-18 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 36% Damage when hit (Melee): 10 acid Changes stats: +3 Mag / +3 Wil Changes resistances: +12% acid Changes resistances penetration: +15% mind Changes damage: +15% light / +6% acid Talent granted: +1 Command Staff Maximum mana: +47.00 Spellpower: +29 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Splendourlash (30-36 power, 6 apr, light element)Requires: - Magic 48 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: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +9% light Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +3 (+1 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Turugolach the Skysteel (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +9% lightning / +6% fire Changes damage: +27% mind / +30% light Talent granted: +1 Command Staff Blindness immunity: +20% Spellpower: +15 (+5 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 and deals 137.12 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of protection (20-24 power, 4 apr, lightning 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +37.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt &039; Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +18% acid / +12% fire / +12% light / +5% arcane Changes resistances penetration: +10% darkness Spell save: +10 (+5 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Str Changes resistances: +2% physical Changes resistances penetration: +5% light Maximum life: +33.00 Infravision radius: +1 A belt that goes around your waist. |
Arthytar 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 (+1 eff.) Changes stats: +5 Cun Changes resistances: +12% blight / +11% cold / +3% darkness Critical mult.: +5.00% Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak &039; (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +3 (+2 eff.) Damage when hit (Melee): 8 acid Changes resistances: +9% blight / +15% temporal / +9% darkness / +3% lightning Critical mult.: +10.00% Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Xulaith the Wretchwar (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances penetration: +25% acid / +5% mind / +10% nature Maximum encumbrance: +37 Physical save: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of hardened leather boots &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +3 Con Changes resistances: +6% lightning / +3% darkness / +3% blight / +12% fire / +5% arcane Physical save: +12 (+4 eff.) Spell save: +3 (+2 eff.) Mental save: +16 (+8 eff.) A pair of boots made of leather. |
pair of voratun boots &039; (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +17% lightning / +14% temporal / +6% nature / +12% acid Mental save: +9 (+4 eff.) Psi when hit: +0.08 Mindpower: +20 (+10 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
wanderer&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +2 Wil / +2 Cun / +2 Con Physical save: +10 (+4 eff.) Mental save: +10 (+5 eff.) 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& |
heroic voratun gauntlets of magic (+4) (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +4 Mag Changes damage: +8% arcane Mental save: +8 (+4 eff.) Maximum life: +64.00 When used to modify unarmed attacks: Base power: 33.5 - 46.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +14 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Frigidhunt (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 cold Changes resistances: +20% cold Changes resistances penetration: +20% fire Changes damage: +12% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm &039; (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +2% physical / +12% fire / +6% darkness / +12% cold Poison immunity: +20% Cut immunity: +20% Maximum life: +20.00 See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reinforced stralite shield of purity (0 def, 11 armour, 49-59 power, 166.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +166 When wielded/worn: Armour: +11 Fatigue: +8% Changes resistances: +10% nature / +10% blight Talent granted: +1 Block Handheld deflection devices. |
6 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. |
44 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. |
10 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. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal& |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern &039;Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Changes stats: +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% mind 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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target Activation costs 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
cleansing elven-wood totem of stinging [power 296] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 305 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
11 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
5 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. |
8 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
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Badardrel the Shalore Sun Paladin level 25
50th Haze 122nd year of Ascendancy at 03:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Badardrel the Shalore Sun Paladin level 19
50th Dusk 122nd year of Ascendancy at 18:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Badardrel the Shalore Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 03:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Badardrel the Shalore Sun Paladin level 20
58th Dusk 122nd year of Ascendancy at 22:11 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Badardrel the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Badardrel the Shalore Sun Paladin level 21
21st Haze 122nd year of Ascendancy at 13:18 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Badardrel the Shalore Sun Paladin level 17
43rd Dusk 122nd year of Ascendancy at 01:04 see stats
Take you with me (Nightmare (Roguelike) difficulty)
Killed a boss while already dead.By Badardrel the Shalore Sun Paladin level 25
50th Haze 122nd year of Ascendancy at 03:35 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Badardrel the Shalore Sun Paladin level 25
50th Haze 122nd year of Ascendancy at 03:32 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Badardrel the Shalore Sun Paladin level 11
8th Mirth 122nd year of Ascendancy at 04:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Badardrel the Shalore Sun Paladin level 12
2nd Dusk 122nd year of Ascendancy at 06:39 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Badardrel the Shalore Sun Paladin level 22
37th Haze 122nd year of Ascendancy at 16:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Badardrel the Shalore Sun Paladin level 18
44th Dusk 122nd year of Ascendancy at 07:26 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Badardrel the Shalore Sun Paladin level 18
50th Dusk 122nd year of Ascendancy at 12:15 see stats
Log
Weapon of Light hits Temporal hound for 58 light, 58 light, 58 light (175 total damage).
Weapon of Light hits Temporal hound for 58 light, 58 light, 58 light (175 total damage).
Weapon of Light hits Borius, Avatar of Bearness for 52 light, 2 light, 1 physical, 52 light, 2 light, 1 physical, 52 light (160 total damage).
Borius, Avatar of Bearness casts Warp Blade.
Borius, Avatar of Bearness warps space-time to equip: iron longsword
iron dagger.
Badardrel resists the effect &039;!
Weapon of Light killed Temporal hound!
Borius, Avatar of Bearness hits Badardrel for (11 blocked), 0 temporal, (15 blocked), 0 physical, (9 blocked), 0 temporal, (8 blocked), 0 temporal, (11 blocked), 0 physical, (9 blocked), 0 temporal (0 total damage).
Grappling hits Badardrel for (1 blocked), 0 physical, (1 blocked), 0 physical, (9 blocked), 0 physical, (4 blocked), 0 physical, (2 blocked), 0 physical, (1 blocked), 0 physical, (1 blocked), 0 physical, (9 blocked), 0 physical, (4 blocked), 0 physical, (2 blocked), 0 physical (0 total damage).
Melee retaliation hits Borius, Avatar of Bearness for 3 light, 2 acid, 28 light, 12 light, 7 fire, 3 light, 2 acid, 28 light, 12 light, 7 fire (105 total damage).
Borius, Avatar of Bearness damages himself through Martyrdom!
Grappled from Borius, Avatar of Bearness hits Badardrel for (42 blocked), 40 physical (40 total damage).
Grappling hits Badardrel for (1 blocked), 0 physical, (1 blocked), 0 physical, (13 blocked), 0 physical (0 total damage).
Badardrel hits Borius, Avatar of Bearness for 3 light, 2 physical (5 total damage).
Searing Sight hits Borius, Avatar of Bearness for 38 light damage.
Searing Sight hits Temporal hound for 43 light damage.
Searing Sight hits Temporal hound for 43 light damage.
Borius, Avatar of Bearness uses Infusion: Regeneration.
Borius, Avatar of Bearness starts regenerating health quickly.
Temporal hound misses Badardrel.
Badardrel uses Assault.
Badardrel is filled with the Sun&LASTBadardrel performs a melee critical strike against Borius, Avatar of Bearness!
The demonic soul releases a burst of fire around Borius, Avatar of Bearness!
Borius, Avatar of Bearness&LASTBadardrel performs a melee critical strike against Borius, Avatar of Bearness!
New Achievement: Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)!
Personal New Achievement: Take you with me (Nightmare (Roguelike) difficulty)!
Badardrel performs a melee critical strike against Borius, Avatar of Bearness!



































































































