









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 29 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Cornac Necromancer IR at level 24 on the 1st Time of Equilibrium 123rd year of Ascendancy at 17:09 / 2Killed by Vorussra the faeros at level 29 on the 51st Haze 123rd year of Ascendancy at 11:43 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 15 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 77 (base 60) |
| Willpower | 62 (base 40) |
| Cunning | 33 (base 20) |
Resources
| Life | -83/765 |
| Mana | 160/396 |
| Soul | 8/14 |
| Healing Factor | 1.9745901639344 |
| Regeneration | 10.366598360656 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 4 |
| See Stealth | 26.315072265109 |
| See Invisible | 26.315072265109 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 15 |
| Crit Chance | 21% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +25% |
| Temporal | +14% |
| Nature | +11% |
| Mind | +11% |
| All | +5% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +30% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 22 |
| Ranged Defense | 25 |
| Fatigue | 11 |
| Physical Save | 10 |
| Spell Save | 47 |
| Mental Save | 50 |
Defense: Resistances
| Nature | + 8%( 85%) |
| Darkness | + 35%( 85%) |
| Light | + 12%( 85%) |
| Physical | + 6%( 85%) |
| Blight | + 10%( 85%) |
| Arcane | + 5%( 85%) |
| Cold | + 46%( 85%) |
| All | 0%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 27% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 128.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 57 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 332 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1081% for 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.46 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 9. Arcane Eye |
| detrimental effect | The target is hexed, granting it 42% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome |
| beneficial effect | Reduces cold damage received by 26%. Premonition Shield |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
| beneficial effect | Any attacks doing more than 21% of your life is reduced to 21%. Bone Shield |
| beneficial effect | The mana surge engulfs the target, regenerating 6.70 mana per turn. Surging mana |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 267. | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. * You've found the needed vial of wight ectoplasm. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred 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 Fatigue: +1% Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +21% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Anantir'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 16 acid Changes stats: +4 Dex Changes resistances penetration: +20% acid Maximum life: +81.00 Maximum stamina: +15.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emelabeth the hardened leather cap (6 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +5 Wil Changes resistances: +10% blight / +12% light / +15% darkness Mental save: +8 (+3 eff.) Stamina when hit: +1.30 Equilibrium when hit: +1.60 Maximum life: +30.00 A cap made of leather. |
| Tool | psionic steel torque of kinetic psionic shield [power 47] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Anehor the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+5 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +5% arcane Changes resistances penetration: +10% acid Disarm immunity: +27% Pinning immunity: +22% Knockback immunity: +25% Life regen: +0.70 Maximum life: +72.00 Movement speed: +11% Healing mod.: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +5 Wil / +5 Mag Changes damage: +5% all Critical mult.: +10.00% Silence immunity: +22% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+4 eff.) Mindpower: +5 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | rough leather belt 'Chihell'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes damage: +6% mind Poison immunity: +20% Disease immunity: +15% Silence immunity: +30% Only die when reaching: -20.00 life Maximum life: +32.00 A belt that goes around your waist. |
| In main hand | Chalykalthochak the yew starstaff (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 physical When wielded/worn: Physical crit. chance: +8.0% Armour: +8 Defense: +8 (+4 eff.) Changes resistances: +1% physical Maximum wards: +3 darkness Changes resistances penetration: +5% physical Changes damage: +20% darkness Talents granted: +1 Command Staff +3 Ward Critical mult.: +12.00% Stamina each turn: +0.20 Maximum life: +40.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Healing mod.: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Ce'Nuwyn' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Armour: +2 Damage (Melee): 8 nature Changes stats: +3 Con Changes resistances: +8% nature Changes damage: +6% nature / +9% temporal Healing mod.: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +4.30 Maximum life: +81.00 Healing mod.: +24% A suit of armour made of leather. |
| Cloak | Gilygen (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Blindness immunity: +10% Poison immunity: +10% Disease immunity: +15% Silence immunity: +30% Stun/Freeze immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's steel amulet of mastery (0.16 Spell / Necrotic minions)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.16 Spell / Necrotic minions Stamina each turn: +0.40 Amulets can have magical properties. |
Inventory
lightning rune of the wizard (258 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 85.96 to 257.88 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 8; power 36; dur 5)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. 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 ability. |
phase door rune of the wizard (range 11; power 31; dur 3)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
ChamabarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +8 Cun / +5 Mag Changes resistances penetration: +20% mind Cut immunity: +50% Mental crit. chance: +5% See invisible: +9 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
mindweaver's copper amulet of constitution (+2)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Con Mental save: +6 (+2 eff.) Confusion immunity: +10% Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
starseer's copper amulet of mastery (0.13 Spell / Advanced necrotic minions)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +4% physical / +4% temporal / +4% darkness / +4% light Talent mastery: +0.13 Spell / Advanced necrotic minions Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
AmorareyonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +5% arcane / +12% darkness Disarm immunity: +27% Pinning immunity: +23% Stun/Freeze immunity: +15% Knockback immunity: +28% Teleport immunity: +5% Maximum life: +27.00 Rings can have magical properties. |
BlastimmortalInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +2 Wil Changes resistances penetration: +10% lightning / +5% mind Mental save: +16 (+5 eff.) Psi when hit: +0.16 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Isilenn the FlashenvyInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +6% mind / +12% physical Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +12% physical / +6% mind Rings can have magical properties. |
Kemaldil the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +3% acid / +28% light / +11% mind Changes damage: +11% light / +11% mind Mental save: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 16.92 cold and 16.92 physical damage (based on Willpower) each turn and knocking opponents back, costing 45 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
gold ring 'Anudan'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+6 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances: +6% blight / +15% nature / +9% lightning Changes resistances penetration: +25% mind Rings can have magical properties. |
mule's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Fatigue: -5% Maximum encumbrance: +23 Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +27 Rings can have magical properties. |
pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Mag Spellpower: +5 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of the mountain (+12%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% physical Changes damage: +12% physical Mental save: +6 (+2 eff.) Rings can have magical properties. |
rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
steel ring 'Harylalin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +12% lightning / +6% fire / +9% darkness Disarm immunity: +28% Pinning immunity: +44% Knockback immunity: +25% Teleport immunity: +25% Maximum life: +25.00 Rings can have magical properties. |
steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Beluth the Skyreign (101% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Blight Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +6 (+5 eff.) Armour penetration: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +6% physical Changes damage: +3% blight / +15% lightning Sharp, short and deadly. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 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. |
Ragedur the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +7 Dex / +9 Cun / +6 Lck Changes resistances: +8% lightning / +11% temporal / +6% acid Changes damage: +3% acid Trap disarming bonus: +10 Stealth bonus: +7 Stamina each turn: +0.40 Mental crit. chance: +6% Infravision radius: +5 A belt that goes around your waist. |
Brodilach (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +11 Lck / +5 Dex Changes resistances: +6% lightning Stealth bonus: +5 Spell save: +9 (+3 eff.) Poison immunity: +10% Silence immunity: +10% Heals friendly targets nearby when you use a nature summon: +50 A pair of boots made of leather. |
Coalmonster (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Life regen: +1.10 Stamina each turn: +0.80 Maximum stamina: +10.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
424 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Woehunt the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Changes stats: +5 Str Changes resistances: +9% darkness Changes damage: +3% physical Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 60 power out of 47/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 56 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 150 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of thermal psionic shield 'Flashidol' [power 75] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes damage: +9% mind Talent granted: +3 Telekinetic Blast Equilibrium when hit: +0.12 Maximum psi: +20.00 Mindpower: +2 (+1 eff.) Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield 'Chalokan' [power 47] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +5% arcane / +9% fire Spell save: +30 (+10 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Glowlash' [power 25] (5/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +6% light Light radius: +1 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 4 equilibrium. 100% chance to regenerate 3 stamina. 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
forceful ash totem of cure ailments [power 2] (5/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 4 stamina. 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. |
Relgetohad the Cracklepanic [power 62] (5/12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% lightning Changes damage: +9% lightning It can be used to disarm traps (62 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 5 positive energy. 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of conjuration [power 163] (5/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy ash wand of clairvoyance [power 10] (5/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 76 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Cornac Necromancer IR the Cornac Necromancer level 17
21st Dusk 123rd year of Ascendancy at 01:19 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cornac Necromancer IR the Cornac Necromancer level 11
27th Pyre 123rd year of Ascendancy at 17:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cornac Necromancer IR the Cornac Necromancer level 22
64th Dusk 123rd year of Ascendancy at 18:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cornac Necromancer IR the Cornac Necromancer level 22
58th Dusk 123rd year of Ascendancy at 07:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cornac Necromancer IR the Cornac Necromancer level 10
19th Pyre 123rd year of Ascendancy at 02:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cornac Necromancer IR the Cornac Necromancer level 20
53rd Dusk 123rd year of Ascendancy at 08:10 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Cornac Necromancer IR the Cornac Necromancer level 24
1st Time of Equilibrium 123rd year of Ascendancy at 17:09 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Cornac Necromancer IR the Cornac Necromancer level 12
53rd Pyre 123rd year of Ascendancy at 07:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cornac Necromancer IR the Cornac Necromancer level 9
4th Pyre 123rd year of Ascendancy at 20:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cornac Necromancer IR the Cornac Necromancer level 9
7th Pyre 123rd year of Ascendancy at 22:31 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cornac Necromancer IR the Cornac Necromancer level 17
20th Dusk 123rd year of Ascendancy at 00:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cornac Necromancer IR the Cornac Necromancer level 24
74th Dusk 123rd year of Ascendancy at 12:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cornac Necromancer IR the Cornac Necromancer level 16
1st Summertide 123rd year of Ascendancy at 14:58 see stats
Log
Multi-hued drake hatchling hits Snow giant for 48 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 5 fire, 3 cold (8 total damage).
Multi-hued drake hatchling hits Cornac Necromancer IR for 54 cold damage.
Cornac Necromancer IR killed Multi-hued drake hatchling!
Talent Invoke Darkness is ready to use.
Cornac Necromancer IR casts Curse of the Meek.
Cute bunny is cursed.
Cute bunny is cursed.
Cute bunny is cursed.
Cute bunny is cursed.
Cute bunny is cursed.
Cute bunny is cursed.
Porabremina the snow giant strafes with his steamguns!
Gliwyn the multi-hued drake hatchling casts Virulent Disease.
Cornac Necromancer IR resists the disease!
Dredgling casts Dust to Dust.
Snow giant hits Cornac Necromancer IR for 51 physical, 4 cold (55 total damage).
Cornac Necromancer IR hits Snow giant for 17 acid damage.
Impending Doom from Cornac Necromancer IR hits Vorussra the faeros for 63 arcane damage.
Dredgling hits Cornac Necromancer IR for 55 temporal, 52 physical (107 total damage).
Dredgling hits Multi-hued drake hatchling for 55 temporal, 44 physical (99 total damage).
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Cornac Necromancer IR!
Cornac Necromancer IR resists the knockback!
Multi-hued drake hatchling resists the knockback!
Xagathra the giant blue ant uses Dart Launcher.
Cornac Necromancer IR resists the sedation!
Vorussra the faeros casts Repulsion Blast.
Saving game...






































































































