










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 25 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 25 on the 7th Decay 122nd year of Ascendancy at 10:18 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 83 (base 55) |
| Dexterity | 27 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 71 (base 51) |
| Cunning | 22 (base 10) |
Resources
| Life | -63/888 |
| Equilibrium | 59 |
| Healing Factor | 1.5472674059367 |
| Regeneration | 21.584842926744 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +42.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 30 |
| Crit Chance | 37% |
| APR | 11 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 25% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +24% |
| Blight | +18% |
| Physical | +26% |
| Cold | +47% |
| All | +0% |
| Lightning | +28% |
| Temporal | +6% |
| Darkness | +18% |
| Fire | +30% |
| Nature | +45% |
Offense: Damage Penetration
| Acid | +27% |
| Blight | +27% |
| Physical | +27% |
| Cold | +27% |
| Darkness | +27% |
| Temporal | +15% |
| Lightning | +27% |
| Fire | +27% |
| Nature | +42% |
Defense: Base
| Armour (hardiness) | 37.511077022655 (89.749889547741%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 25 |
| Physical Save | 45 |
| Spell Save | 28 |
| Mental Save | 32 |
Defense: Resistances
| Acid | 20%( 70%) |
| Blight | 11%( 70%) |
| Physical | 32%( 70%) |
| Cold | 70%( 70%) |
| All | 5%( 70%) |
| Lightning | 37%( 70%) |
| Temporal | 10%( 70%) |
| Darkness | 11%( 70%) |
| Fire | 21%( 70%) |
| Nature | 32%( 70%) |
Defense: Immunities
| Stun Resistance | 9% |
| Bleed Resistance | 40% |
| Blind Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 19% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
Escort: injured seer (level 2 of Norgos Lair) | done |
Escort: injured seer (level 2 of Trollmire) | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Layeriagatha the brown bear. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | 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. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITESLATE | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within1 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Hemaldil the alchemist&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +2 Str / +2 Dex / +1 Mag Changes damage: +6% acid Reduces incoming crit damage: 15.00% Maximum life: +45.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Manodoregomas the Coalwalker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 darkness Changes resistances: +15% lightning / +3% fire / +3% darkness Changes damage: +10% lightning / +3% fire A pointy cloth hat, very wizardly... |
| Tool | Belowen [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +2% physical / +3% nature / +12% cold Mental save: +12 (+6 eff.) Blindness immunity: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +28% cold Changes damage: +14% cold Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | grounding hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +7% lightning / +5% temporal Critical mult.: +6.00% A belt that goes around your waist. |
| In main hand | Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor&039;Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | Spellhunt Remnants (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable &039; to see combat stats. Can&LASTYELLOWLASTANTIQUE_WHITE |
| Main armor | Burain the Lavahue (0 def, 15 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +18% Damage when hit (Melee): 6 nature Changes resistances: +3% fire / +6% physical Changes damage: +9% fire Physical save: +15 (+5 eff.) Life regen: +4.00 Maximum life: +26.00 Healing mod.: +12% A suit of armour made of metal plates. |
| Cloak | Xeryba (17 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +17 (+5 eff.) Damage when hit (Melee): 2 temporal Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +15% temporal Changes damage: +6% temporal Physical save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet &039;Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Str Changes resistances: +13% physical Cut immunity: +40% Stamina each turn: +0.40 Infravision radius: +2 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 192 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 497%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 497% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the sneak (heal 204; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. 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. |
wild infusion of the psychic (res 30%; mental; dur 2; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Cyryminne the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +1 Dex Changes resistances: +11% nature / +10% blight Poison immunity: +23% Disease immunity: +21% Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
HathohellInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +4 Cun / +3 Con See invisible: +15 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing steel amulet of constitution (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% nature / +15% blight Poison immunity: +26% Disease immunity: +20% Amulets make your neck look great! |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
grounding gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% lightning Stun/Freeze immunity: +30% Amulets make your neck look great! |
Bregylin the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Fatigue: -4% Changes stats: +1 Dex Changes resistances penetration: +20% physical Maximum encumbrance: +21 Only die when reaching: -20.00 life Rings make your fingers look great! |
MayathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes resistances penetration: +5% physical Changes damage: +11% acid Physical save: +9 (+3 eff.) Spell save: +15 (+7 eff.) Mental save: +6 (+3 eff.) Teleport immunity: +10% Psi when hit: +0.04 Rings make your fingers look great! |
NeriwynInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire / +3% mind / +6% temporal Changes damage: +11% fire Spell save: +3 (+1 eff.) Teleport immunity: +20% Maximum life: +20.00 Healing mod.: +20% Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 95% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
Sunfear (132% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage against: +12% Unnatural When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Changes stats: +2 Wil Changes resistances: +3% fire Changes damage: +12% fire / +3% cold Massive two-handed battleaxes. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Smolderroar (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x 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: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 arcane Damage (radius 1) on hit: +16 fire When wielded/worn: Damage (Melee): 6 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +6% acid / +3% fire Changes resistances penetration: +6% acid Changes damage: +6% acid Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Spell save: +2 (+1 eff.) Life regen: +1.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Eilinalaith the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +12 Changes resistances: +3% nature Spell save: +6 (+3 eff.) Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. |
Shiverenvy the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Damage when hit (Melee): 6 acid / 4 temporal Changes damage: +3% cold Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag / +9 Con Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% cold A belt that goes around your waist. |
thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (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 (+3 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 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 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. |
Cloudresolve the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +4 Str / +4 Con Changes resistances: +3% lightning / +6% cold Changes resistances penetration: +10% cold Changes damage: +12% lightning / +6% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Hedil the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+3 eff.) Armour: +3 Changes stats: +2 Cun / +4 Con Changes resistances: +15% cold / +15% fire Physical save: +15 (+5 eff.) Mental save: +13 (+6 eff.) Pinning immunity: +20% A pair of boots made of leather. |
Neravena (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +3 Con / +3 Wil Changes resistances: +6% temporal / +3% light / +3% cold Changes resistances penetration: +5% physical Changes damage: +9% acid Mental save: +9 (+4 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Silebeth (5 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Defense: +5 (+1 eff.) Fatigue: +2% Physical save: +12 (+4 eff.) Only die when reaching: -60.00 life Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Emelesenor the Darkhunt (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+9 eff.) Armour: +2 Damage when hit (Melee): 4 darkness Changes stats: +5 Dex Changes resistances: +12% nature / +9% darkness Changes resistances penetration: +15% fire Changes damage: +12% nature / +6% darkness Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bregydonik (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Changes stats: +1 Dex Changes resistances: +2% physical Stamina each turn: +2.00 Stamina when hit: +1.50 Equilibrium when hit: +1.00 Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap &039; (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +5 Wil / +4 Cun Changes resistances penetration: +20% cold Changes damage: +3% cold Reduces incoming crit damage: 10.00% Mindpower: +4 (+1 eff.) A cap made of leather. |
Nature&Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Vilespawn the steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +11% blight / +11% nature / +3% mind Changes resistances penetration: +5% mind Changes damage: +12% nature Life regen: +3.00 Maximum life: +40.00 Healing mod.: +10% A suit of armour made of metal plates. |
Glowfury the voratun shield (0 def, 10 armour, 176% power, 197.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 176% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 Damage (Melee): +18 acid Damage (radius 2) on crit: +27 light / +27 fire When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 10% chance to reduce armor by 9% Damage when hit (Melee): 6 light On shield block: * Deals 15 light and fire damage to each enemy blocked Changes stats: +1 Con Changes resistances: +13% acid / +11% fire / +25% light / +14% darkness Changes resistances penetration: +15% light Changes damage: +15% acid 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. |
496 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. |
6 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
BlastravagerInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Changes damage: +6% lightning Spell save: +6 (+3 eff.) Equilibrium when hit: +0.04 Maximum psi: +40.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% 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. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 169.93 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Notar the Lustrewoe [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +5 (+1 eff.) Changes resistances: +15% light Changes resistances penetration: +5% physical Changes damage: +3% nature It can be used to sting an enemy dealing 168 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle &039; [power 100] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes resistances: +6% mind It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 220 Base Damage: 107 Armor: 1 All Resist: 7 Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
This item will automatically be transmogrified when you leave the level.elven-wood wand of clairvoyance &039; [power 14] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances penetration: +25% lightning / +20% light Changes damage: +15% lightning Light radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 14, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
2 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. |
2 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Malva Icebloom the Thalore Wyrmic level 18
45th Haze 122nd year of Ascendancy at 10:16 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Malva Icebloom the Thalore Wyrmic level 10
8th Haze 122nd year of Ascendancy at 11:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Malva Icebloom the Thalore Wyrmic level 22
71st Haze 122nd year of Ascendancy at 14:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Malva Icebloom the Thalore Wyrmic level 25
5th Decay 122nd year of Ascendancy at 16:03 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Malva Icebloom the Thalore Wyrmic level 18
49th Haze 122nd year of Ascendancy at 07:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Malva Icebloom the Thalore Wyrmic level 10
8th Haze 122nd year of Ascendancy at 11:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Malva Icebloom the Thalore Wyrmic level 20
68th Haze 122nd year of Ascendancy at 14:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Malva Icebloom the Thalore Wyrmic level 14
28th Haze 122nd year of Ascendancy at 13:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Malva Icebloom the Thalore Wyrmic level 9
2nd Haze 122nd year of Ascendancy at 01:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Malva Icebloom the Thalore Wyrmic level 12
20th Haze 122nd year of Ascendancy at 15:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Malva Icebloom the Thalore Wyrmic level 16
34th Haze 122nd year of Ascendancy at 11:55 see stats
Log
Malva Icebloom gains 0% of a turn from Ancestral Life.
Malva Icebloom tries to swallow Elven elite warrior!
Malva Icebloom&LASTMalva Icebloom gains 2% of a turn from Ancestral Life.
Malva Icebloom hits Elven elite warrior for 344 nature damage.
Malva Icebloom receives 137 healing from Elven elite warrior.
Elven cultist&
Elven cultist is surging arcane power.
Elven cultist channels a cone of blight energy through his elven-wood starstaff!
Malva Icebloom killed Elven elite warrior!
Elven cultist hits Malva Icebloom for (43 antimagic), 53 blight (54 total damage).
Porumina the elven corruptor has shook off the effects of their corrosion.
Elven cultist casts Drain.
Malva Icebloom is afflicted by a weakness disease!
Elven corruptor casts Blood Grasp.
Elven cultist hits Malva Icebloom for (43 antimagic), 80 blight (80 total damage).
Something shoves Elven cultist aside.
Malva Icebloom is no longer attuned.
Malva Icebloom is not stunned anymore.
Weakness Disease from Elven cultist hits Malva Icebloom for (36 antimagic), 0 blight (0 total damage).
Elven cultist casts Soul Rot.
Elven cultist&
Malva Icebloom uses Burrow.
Malva Icebloom attunes to the damage.
Malva Icebloom&GREENLASTLAST039;s corrosive acid area effect hits Elven cultist for (24 absorbed), 0 acid (0 total damage).
Malva Icebloom&GREENLASTLAST039;s Soul Rot hits Malva Icebloom for (43 antimagic), 575 blight (576 total damage).
Malva Icebloom the level 25 thalore wyrmic was tainted to death by an elven cultist on level 1 of Dark crypt.



















































































































