








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! Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official 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 | Female |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 35 / 39% |
| Size | small |
| Lifes / Deaths | Killed by Adowyn the skeleton warrior at level 34 on the 6th Decay 122nd year of Ascendancy at 18:49 / 2Killed by Islyta the master vampire at level 35 on the 10th Regrowth 123rd year of Ascendancy at 11:52 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 5 (base 10) |
| Magic | 88 (base 60) |
| Willpower | 87 (base 60) |
| Cunning | 37 (base 27) |
Resources
| Life | -644/300 |
| Mana | 721/838 |
| Soul | 11/14 |
| Healing Factor | 1.0957126824916 |
| Regeneration | 0.2739281706229 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 29.271521086458 |
| See Invisible | 40.271521086458 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 4 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +9% |
| Arcane | +15% |
| Cold | +10% |
| All | 0% |
| Darkness | +33% |
| Light | +18% |
| Temporal | +15% |
| Fire | +14% |
| Physical | +24% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 3 |
| Physical Save | 20 |
| Spell Save | 43 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 55%( 70%) |
| All | + 30%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 35%( 70%) |
| Physical | + 47%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Pinning Resistance | 45% |
| Disarm Resistance | 46% |
| Confusion Resistance | 100% |
| Silence Resistance | 100% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 135 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1267% for 10 turns (384 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 594 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by fire drake. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Islenne the snow giant chieftain. Escort: lost sun paladin (level 2 of Daikara) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 212. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +3 Wil Silence immunity: +26% Confusion immunity: +25% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
| Light source | Samumas the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Reduces incoming crit damage: 5.00% Silence immunity: +20% Knockback immunity: +20% Maximum life: +20.00 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. |
| On head | linen wizard hat 'Hazekiss' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 cold Changes resistances: +12% cold / +10% physical Changes resistances penetration: +5% lightning Changes damage: +3% cold / +3% darkness / +10% physical A pointy cloth hat, very wizardly... |
| Tool | 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 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 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 11 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 20% 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. |
| On fingers | Arthogen the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Defense: +10 (+5 eff.) Changes resistances: +6% acid / +9% nature Reduces incoming crit damage: 10.00% Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +23% Maximum life: +64.00 Healing mod.: +15% Rings make your fingers look great! |
| On fingers | warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
| Around waist | DuskwispCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 lightning / 6 darkness Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +3% darkness Changes resistances penetration: +5% darkness / +5% lightning Damage against: +20% Summoned Reduced damage from: +20% Summoned A belt that goes around your waist. |
| In main hand | Anamadig the elven-wood magestaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +14 (+7 eff.) Damage (Melee): 22 fire Changes stats: +3 Mag Changes damage: +9% blight / +25% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +9 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +11% See invisible: +11 Damage Shield penetration: +14% Damage Shield Power: +10% Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 arcane Changes stats: +2 Str / +2 Dex / +5 Mag / +5 Wil / +2 Cun Changes resistances: +6% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) Spellpower: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Mayatta the cashmere robe (4 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 31 Damage when hit (Melee): 2 blight Changes stats: +9 Mag / +4 Wil Changes resistances: +7% darkness / +13% fire / +11% all / +13% acid / +13% physical / +6% blight / +13% cold / +5% arcane / +8% light Changes resistances penetration: +15% blight Changes damage: +7% acid / +10% temporal / +13% light / +14% fire / +7% cold / +10% arcane / +9% physical Talent cooldown: Refit Golem (-3 turns) Maximum life: +36.00 Maximum mana: +34.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +4% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Nekan (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: +1% physical / +11% cold Mental save: +12 (+4 eff.) Equilibrium when hit: +0.04 Only die when reaching: -60.00 life Maximum psi: +10.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 20; cd 12) 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: 5 Cooldown: 12 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 20%, your defense is increased by 20 and all your resistances by 20%. 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 6; phase 23; cd 10)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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
ethereal rune of the wizard (power 29; resist 32%; move 43%; dur 5; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 32% all resistance, you move 43% faster, and you are invisible (power 29). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blazemight the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Changes stats: +4 Cun / +6 Dex Changes resistances penetration: +20% lightning Changes damage: +27% mind Equilibrium when hit: +0.20 Amulets make your neck look great! |
CarrionquenchInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% cold / +18% nature / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +21% nature Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Amulets make your neck look great! |
starlit stralite amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +15% light / +15% darkness Blindness immunity: +23% Amulets make your neck look great! |
warmaker's copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring 'Cyreldath'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str / +3 Dex / +5 Con Changes resistances: +12% acid / +9% light / +12% lightning Physical save: +25 (+13 eff.) Rings make your fingers look great! |
gold ring 'Rainhash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+11 eff.) Damage when hit (Melee): 10 darkness Changes stats: +7 Cun / +6 Dex Changes resistances: +9% nature / +15% cold Changes resistances penetration: +5% darkness / +20% nature Changes damage: +3% darkness / +6% nature Rings make your fingers look great! |
rogue's gold ring of arcana (+0.17/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Silence immunity: +24% Mana each turn: +0.17 Rings make your fingers look great! |
warrior's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
warrior's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
enhanced iron dagger (11-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex 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: +4 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hardened leather sling 'Jetspitter' Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage Shield penetration (this weapon only): +20% Damage (radius 1) on hit: +16 cold When wielded/worn: Ammo reloads per turn: +3 Changes stats: +13 Mag Changes resistances: +9% darkness Changes resistances penetration: +8% temporal / +9% physical Changes damage: +6% blight / +7% temporal / +8% physical Talent mastery: +0.20 Chronomancy / Bow Threading Maximum mana: +40.00 Spellpower: +10 (+3 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Earyldil (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +3% lightning / +1% physical / +3% temporal / +3% cold Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of drakeskin leather boots 'Camylerak' (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Damage when hit (Melee): 8 mind Changes stats: +5 Str / +10 Con Changes resistances: +9% mind Changes resistances penetration: +5% mind / +5% acid Changes damage: +3% acid / +6% physical Spellpower: +10 (+3 eff.) Infravision radius: +2 Size category: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
Demonhunt the hardened leather gloves (10 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+14 eff.) Armour: +2 Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 31 Changes stats: +4 Dex Changes resistances: +3% darkness Blindness immunity: +20% Silence immunity: +20% Teleport immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Dimreaper' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+13 eff.) Armour penetration: +4 Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +6 Str / +4 Dex / +2 Con Stamina each turn: +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +2 Damage (Melee): 8 lightning Changes stats: +4 Str Changes resistances: +7% lightning Changes damage: +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of strength (+7) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Str It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 24.7 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.mindcaging dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +14% mind / +10% cold Allows you to breathe in: water Mental save: +16 (+5 eff.) Confusion immunity: +27% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Gloomwyrd' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 lightning / 6 darkness Changes stats: +2 Con Changes resistances: +6% cold Changes damage: +6% darkness Allows you to breathe in: water Reduces incoming crit damage: 10.00% Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour 'Floesever' (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+11 eff.) Armour: +11 Fatigue: +22% Changes stats: +3 Dex / +2 Wil Changes resistances: +6% physical Changes resistances penetration: +15% cold Physical save: +18 (+9 eff.) Infravision radius: +2 See invisible: +18 A suit of armour made of metal plates. |
2 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. |
4 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. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goharakath (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Str Changes resistances: +6% fire / +15% darkness / +5% arcane Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Stun/Freeze immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Relgedil the Rootstreaker (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid / +5% arcane Changes damage: +9% nature Spell save: +6 (+2 eff.) Blindness immunity: +10% Silence immunity: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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.(140 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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. |
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
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Teer the Yeek Necromancer level 34
76th Haze 122nd year of Ascendancy at 12:30 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Teer the Yeek Necromancer level 33
74th Haze 122nd year of Ascendancy at 12:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Teer the Yeek Necromancer level 24
15th Haze 122nd year of Ascendancy at 19:46 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 Teer the Yeek Necromancer level 31
42nd Haze 122nd year of Ascendancy at 04:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Teer the Yeek Necromancer level 10
3rd Flare 122nd year of Ascendancy at 00:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Teer the Yeek Necromancer level 20
29th Dusk 122nd year of Ascendancy at 12:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Teer the Yeek Necromancer level 30
37th Haze 122nd year of Ascendancy at 12:47 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Teer the Yeek Necromancer level 23
59th Dusk 122nd year of Ascendancy at 06:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Teer the Yeek Necromancer level 27
28th Haze 122nd year of Ascendancy at 22:32 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Teer the Yeek Necromancer level 24
15th Haze 122nd year of Ascendancy at 22:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Teer the Yeek Necromancer level 9
2nd Summertide 122nd year of Ascendancy at 05:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Teer the Yeek Necromancer level 13
8th Flare 122nd year of Ascendancy at 07:07 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Teer the Yeek Necromancer level 29
34th Haze 122nd year of Ascendancy at 15:25 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Teer the Yeek Necromancer level 25
17th Haze 122nd year of Ascendancy at 09:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Teer the Yeek Necromancer level 19
29th Dusk 122nd year of Ascendancy at 07:46 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Teer the Yeek Necromancer level 34
6th Decay 122nd year of Ascendancy at 18:49 see stats
Log
Ghast uses Retch.
Ghast VOMITS on the ground!
Ghoulking uses Retch.
Ghoulking VOMITS on the ground!
Ghast hits Skeleton master archer for (53 absorbed), 0 physical (0 total damage).
Teer deactivates Hiemal Shield.
Dire Plague from Islyta the master vampire hits Teer for (4 absorbed), 92 darkness (92 total damage).
Spikes of Decrepitude hits Islyta the master vampire for 7 cold, 27 darkness (34 total damage).
Spikes of Decrepitude hits Skeleton master archer for (24 absorbed), 4 cold, (29 absorbed), 5 darkness (9 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (24 absorbed), 4 cold, (23 absorbed), 4 darkness (8 total damage).
Islyta the master vampire's Chill of the Tomb hits Armoured skeleton warrior for 349 cold damage.
Islyta the master vampire's Chill of the Tomb hits Ghast for (27 resilience), 396 cold (396 total damage).
Islyta the master vampire's Chill of the Tomb hits Ghast for (15 resilience), 399 cold (399 total damage).
Islyta the master vampire's Chill of the Tomb hits Ghoul for 349 cold damage.
Islyta the master vampire's Chill of the Tomb hits Dreadmaster for 285 cold damage.
Islyta the master vampire's Chill of the Tomb hits Ghast for (14 resilience), 409 cold (409 total damage).
Islyta the master vampire's Chill of the Tomb hits Teer for 267 cold damage.
Islyta the master vampire's Chill of the Tomb hits Armoured skeleton warrior for (321 absorbed), 0 cold (0 total damage).
Islyta the master vampire's Chill of the Tomb hits Skeleton master archer for (279 absorbed), 0 cold (0 total damage).
Islyta the master vampire's Chill of the Tomb hits Ghast for (45 resilience), 377 cold (377 total damage).
Islyta the master vampire's Chill of the Tomb hits Ghast for 349 cold damage.
Islyta the master vampire's Chill of the Tomb hits Ghoulking for 298 cold damage.
Islyta the master vampire casts Invoke Darkness.
Islyta the master vampire's spell attains critical power!
Islyta the master vampire hits Teer for 356 darkness damage.
Islyta the master vampire hits Armoured skeleton warrior for 384 darkness damage.
Islyta the master vampire hits Ghoulking for (97 resilience), 417 darkness (417 total damage).
Islyta the master vampire hits Ghast for (110 resilience), 409 darkness (409 total damage).
Dreadmaster hits Dreadmaster for 112 healing, 112 healing, 112 healing (0 total damage) [335 healing].
Teer the level 35 yeek necromancer was shadowed to death by Islyta the master vampire on level 1 of Dreadfell.








































































































