









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 22 / 94% |
| Size | medium |
| Lifes / Deaths | / 1 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 14 (base 11) |
| Constitution | 25 (base 10) |
| Magic | 70 (base 51) |
| Willpower | 29 (base 10) |
| Cunning | 44 (base 39) |
Resources
| Life | -96/609 |
| Mana | 351/461 |
| Vim | 123/261 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 3.6546829290949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 10 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 23 |
| Crit Chance | 21% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 23 |
| Crit Chance | 22% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +4% |
| Light | +12% |
| Temporal | +6% |
| Blight | +36% |
| Physical | +20% |
| Cold | +18% |
| All | +0% |
Offense: Damage Penetration
| Blight | +27% |
| Darkness | +21% |
| Temporal | +24% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 7 |
| Physical Save | 28 |
| Spell Save | 42 |
| Mental Save | 32 |
Defense: Resistances
| Acid | 20%( 70%) |
| Blight | 28%( 70%) |
| Arcane | 19%( 70%) |
| Cold | 54%( 70%) |
| All | 15%( 70%) |
| Darkness | 38%( 70%) |
| Temporal | 51%( 70%) |
| Lightning | 36%( 70%) |
| Mind | 20%( 70%) |
| Fire | 23%( 70%) |
| Nature | 18%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 619 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 93 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
Escort the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest) | active |
You failed to protect the repented thief from death by The Standoff. Escort: repented thief (level 1 of Old Forest) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed hummerhorn wing. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one bloated horror heart. Don&039;t get any on you.& | 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 within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Zubythra (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% lightning / +42% temporal / +27% darkness / +10% cold / +9% fire Changes resistances penetration: +14% darkness / +17% temporal Changes damage: +6% temporal Defense after a teleport: +32 Resist all after a teleport: +31% New effects duration reduction after a teleport: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | alchemist&039;Glarecast&Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +6 Defense: +8 (+4 eff.) Changes resistances: +9% lightning Changes resistances penetration: +7% all Changes damage: +12% light Physical save: +13 (+6 eff.) Spell save: +14 (+5 eff.) Mental save: +19 (+9 eff.) Light radius: +7 See stealth: +10 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat &039; (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +19% cold Changes resistances penetration: +10% blight Changes damage: +13% cold Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | Salylle (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Damage (Melee): 5 lightning / 8 cold Changes stats: +1 Wil Changes resistances: +6% lightning / +6% cold / +6% mind Changes damage: +4% lightning / +5% cold Critical mult.: +7.00% Spell crit. chance: +9% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Ice Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +8 lightning / +5 ice Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | extending dwarven-steel torque of mindblast [power 240] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent&LASTORCHIDLASTANTIQUE_WHITE |
| On fingers | conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Mag / +5 Wil Spellpower: +14 (+4 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | titan&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Stun/Freeze immunity: +30% Life regen: +1.00 Rings make your fingers look great! |
| Around neck | copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +2 Dex / +3 Con Changes damage: +3% nature Only die when reaching: -20.00 life Amulets make your neck look great! |
| In main hand | short ash bonestaff of illumination (111% power, 3 apr, blight element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x 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: Defense: +5 (+2 eff.) Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+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 and deals 97.64 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. |
| Around waist | BrenykalthoblekPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +6 Wil / +7 Cun Changes resistances penetration: +10% blight Equilibrium when hit: +0.20 Spell crit. chance: +5% A belt that goes around your waist. |
| In off hand | short yew starstaff of warding (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Maximum wards: +2 physical Changes damage: +20% physical Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Ragochik the Swampwhisper (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% acid / +11% cold / +5% arcane / +3% nature Changes damage: +3% nature Life regen: +2.00 Only die when reaching: -60.00 life 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 &039; (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +15% blight / +11% all Changes damage: +21% blight Spell save: +20 (+7 eff.) Mana each turn: +0.22 Psi each turn: +0.10 Maximum mana: +80.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Mindpower: +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; physical, light, cold, nature, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 light, 4 cold, 5 nature, 3 arcane 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. |
This item will automatically be transmogrified when you leave the level.acid wave rune (damage 43; dur 4; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 43.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune of the titan (damage 85; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 85.00 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 Constitution 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. |
blink rune of the warrior (range 4; phase 12; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Strength 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. |
insulating copper amulet of mastery (0.11 Corruption / Reaving combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Talent mastery: +0.11 Corruption / Reaving combat Amulets make your neck look great! |
restful steel amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex Life regen: +1.00 Amulets make your neck look great! |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.10 Corruption / Rot Stamina each turn: +0.20 Amulets make your neck look great! |
Adylaith the DazzleboreInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +9% mind Changes damage: +11% acid / +3% arcane Rings make your fingers look great! |
BrenorachPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 mind Changes stats: +5 Mag / +5 Wil Changes resistances: +26% light / +22% darkness Changes resistances penetration: +5% acid Changes damage: +13% light / +11% darkness Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
Hybers the FrigidslicerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +6% fire Changes damage: +3% cold Mental save: +6 (+3 eff.) Blindness immunity: +20% Confusion immunity: +22% Maximum life: +100.00 Rings make your fingers look great! |
Lelular the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +5% arcane / +9% darkness Pinning immunity: +10% Maximum life: +40.00 Healing mod.: +10% 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 13.65 cold and 13.88 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. |
XeramidaPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +10 Cun / +10 Wil Changes resistances: +20% darkness / +6% temporal Changes damage: +10% darkness Poison immunity: +10% Disarm immunity: +20% Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
Hazerage (101% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +7 Wil / +3 Cun / +7 Con Changes resistances penetration: +5% acid / +5% cold Maximum life: +16.00 Light radius: +2 Sharp, short and deadly. |
Polugawen the Glarewend (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 mind When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Dex / +10 Wil / +4 Cun / +6 Con Changes damage: +9% light Reduces incoming crit damage: 5.00% Maximum life: +25.00 Sharp, short and deadly. |
arcing iron mace of daylight (109% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Damage (Melee): +5 light Damage against: +5% Undead Blunt and deadly. |
elm bonestaff &039; (100% power, 2 apr, blight element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +1% physical Changes resistances penetration: +5% fire Changes damage: +10% blight Talent granted: +1 Command Staff Maximum stamina: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Erorahor the WeepraceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 51% Changes resistances: +9% acid / +12% fire / +3% lightning Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Tarrehek the ChargebrawnInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +6 Mag Changes resistances: +3% lightning Life regen: +0.70 Equilibrium when hit: +0.08 Maximum hate: +2.00 Light radius: +2 Healing mod.: +11% A belt that goes around your waist. |
Ashlore the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 acid Changes resistances: +3% acid / +3% fire Changes damage: +6% fire Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Emelodheth the Brightschism (9 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Changes resistances: +12% temporal Changes resistances penetration: +10% light Physical save: +8 (+4 eff.) Maximum life: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Runerand (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +11 (+5 eff.) Changes stats: +1 Dex / +2 Cun / +3 Con Changes resistances penetration: +20% physical Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (7 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +2 Str / +6 Con Changes resistances: +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% darkness / +12% temporal Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +11% physical Changes damage: +11% physical Mental save: +18 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Areba the Singesquall (5 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +3 Wil / +2 Con Changes resistances: +9% fire Only die when reaching: -40.00 life 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& |
Emelireth the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Cun / +3 Wil Changes resistances: +5% arcane Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +21% Equilibrium when hit: +0.04 A pair of boots made of leather. |
Emuwyn (20 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Defense: +20 (+10 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +80.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Shivermaster the pair of rough leather boots (4 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+2 eff.) Damage when hit (Melee): 10 light Changes resistances: +12% light / +12% cold Changes resistances penetration: +10% darkness / +10% cold Changes damage: +6% cold Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots &039; (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 mind Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% darkness Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +23% Light radius: +3 A pair of boots made of leather. |
Betiriatira the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +4 Mag / +4 Wil Changes resistances: +12% blight / +9% cold Changes damage: +12% blight Mental save: +3 (+1 eff.) Mana each turn: +0.21 Only die when reaching: -60.00 life Spellpower: +8 (+2 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
Dimripper the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 20% * 10% chance to reduce armor by 39% Damage when hit (Melee): 6 acid Changes stats: +6 Con Changes resistances: +12% light / +3% darkness Changes resistances penetration: +5% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Fogfame the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 Changes resistances: +3% fire / +3% darkness / +6% cold Changes resistances penetration: +5% fire Changes damage: +3% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvidhewen (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +10% blight / +6% acid Changes resistances penetration: +10% acid Changes damage: +10% blight / +3% acid A pointy cloth hat, very wizardly... |
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. |
230 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. |
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 Latent Damage Type: Acid 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. |
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. |
Emelinor the Darksquall (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% * 10% chance to reduce all saves and defense by 24 Changes stats: +1 Str Changes resistances: +6% darkness Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
Belygann the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 physical Changes resistances: +1% physical Changes resistances penetration: +5% blight Changes damage: +3% blight Critical mult.: +10.00% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
10 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. |
8 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. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Standoff the Ghoul Reaver level 20
69th Dusk 122nd year of Ascendancy at 17:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By The Standoff the Ghoul Reaver level 22
21st Haze 122nd year of Ascendancy at 12:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Standoff the Ghoul Reaver level 10
10th Mirth 122nd year of Ascendancy at 01:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By The Standoff the Ghoul Reaver level 20
42nd Dusk 122nd year of Ascendancy at 01:50 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By The Standoff the Ghoul Reaver level 20
42nd Dusk 122nd year of Ascendancy at 15:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Standoff the Ghoul Reaver level 13
3rd Summertide 122nd year of Ascendancy at 03:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By The Standoff the Ghoul Reaver level 13
2nd Flare 122nd year of Ascendancy at 00:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Standoff the Ghoul Reaver level 17
18th Dusk 122nd year of Ascendancy at 23:25 see stats
Log
The Standoff becomes more vulnerable to physical.
Ce&fbd578LAST
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 38.
The shattering blow creates a shockwave!
Ce&fbd578LASTSLATELAST0 physical, 85 physical (85 total damage).
Ce&WHITELASTLASTUID:560759:0039;Nyba the large white snake hits Giant spider for 85 physical damage.
Ce&WHITELASTLAST039;Nyba the large white snake for 2 mind, 2 mind (3 total damage).
The Standoff&ORCHIDLASTLAST039;s morale has been lowered.
Mayigalle the warg shoves Giant spider aside.
The Standoff speeds up.
Melee retaliation hits Giant spider for 1 mind damage.
Melee retaliation hits Black bear for 2 mind damage.
Giant spider hits The Standoff for 46 nature damage.
Black bear hits The Standoff for 36 physical damage.
Ce&fbd578LAST
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 45.
The Standoff slows down.
The shattering blow creates a shockwave!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 20.
Ce&fbd578LAST169 physical, 75 physical (244 total damage).
Ce&WHITELASTLASTUID:560759:0039;Nyba the large white snake hits Giant spider for 101 physical damage.
Ce&WHITELASTLASTUID:560759:0039;Nyba the large white snake hits Black bear for 117 physical damage.
Melee retaliation hits Ce&ORANGELASTORANGELAST3 total damage).
The Standoff the level 22 ghoul reaver was mauled to death by Ce&




























































































