









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/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 | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 27 / 59% |
| Size | big |
| Lifes / Deaths | Killed by Gerathra the shadowblade at level 27 on the 8th Allure 123rd year of Ascendancy at 13:06 / 1 |
Primary Stats
| Strength | 94 (base 55) |
| Dexterity | 12 (base 10) |
| Constitution | 48 (base 10) |
| Magic | 68 (base 58) |
| Willpower | 20 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -308/998 |
| Positive | 77/98 |
| Stamina | 196/203 |
| Healing Factor | 1.3914678899083 |
| Regeneration | 2.9916559633029 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | -1.1102230246252E-14% |
| Global | +80% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 23.702532784305 |
| See Invisible | 30.702532784305 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 29 |
| Crit Chance | 24% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +27% |
| Darkness | +3% |
| Physical | +13% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +30% |
| Temporal | +5% |
| Mind | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 39.416050405667 (76.629213483146%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 21 |
| Physical Save | 41 |
| Spell Save | 43 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | -3%( 70%) |
| Arcane | 0%( 70%) |
| Cold | + 25%( 70%) |
| All | -7%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 6%( 70%) |
| Mind | 0%( 70%) |
| Physical | -5%( 70%) |
| Darkness | 0%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Bleed Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 93% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 41.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 332 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Resistance |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target is recovering 28 life each turn. Recovery |
| detrimental effect | The target has been pinned by an electrified net, reducing all resistances by 61%. Net Projector |
| detrimental effect | The target is on fire, taking 23.27 fire damage per turn. Burning |
| beneficial effect | The target is out of phase with reality, increasing defense by 45, resist all by 45%, and reducing the duration of detrimental timed effects by 45%. Out of Phase |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Heightened Senses (+1 level(s)). | 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 |
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. * 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: 93. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed giant spider spinneret. * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of dwarven-steel boots 'Wildbolt' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +4 Con Changes resistances: +7% acid / +6% fire / +8% cold / +5% lightning Changes resistances penetration: +10% nature / +5% temporal Changes damage: +7% physical Stamina each turn: +0.40 Maximum life: +36.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | MorningquellerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind / 4 light Changes resistances: +6% mind Changes damage: +18% light Physical save: +6 (+2 eff.) Light radius: +2 Healing mod.: +13% 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 | hardened leather cap 'Tarrolen' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +3 (+1 eff.) Armour: +7 Fatigue: +3% Changes stats: +4 Str / +8 Con Changes damage: +6% physical Grants telepathy: Demon/Minor Demon/Major Maximum life: +60.00 A cap made of leather. |
| Tool | yew wand of clairvoyance 'Thunderbringer' [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% nature Maximum wards: +2 lightning / +3 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +25% lightning Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 11, power 73 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +4 Con Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Brightsever the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +6 Mag / +5 Wil / +4 Cun Changes resistances: +2% physical / +9% cold Changes damage: +3% fire Stun/Freeze immunity: +23% Life regen: +1.10 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +7.00 Spellpower: +8 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around waist | hardened leather belt 'Glaretyphoon'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +20% light Changes damage: +9% light / +12% acid Physical save: +8 (+3 eff.) Mindpower: +7 (+4 eff.) Light radius: +3 A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Ivenn (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +5 Str / +1 Dex / +3 Cun Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel plate armour 'Emelidana' (11 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 8 arcane / 11 physical Changes stats: +2 Cun Changes resistances: +6% arcane Changes resistances penetration: +10% mind Spell save: +13 (+4 eff.) Mental save: +16 (+8 eff.) Maximum mana: +20.00 Maximum psi: +10.00 A suit of armour made of metal plates. |
| Cloak | Bleakidol (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes resistances penetration: +10% light Changes damage: +3% darkness Maximum life: +32.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EilinybethInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +7 Lck / +2 Wil Changes resistances: +3% blight Changes damage: +6% acid Mental save: +5 (+2 eff.) Blindness immunity: +13% Confusion immunity: +15% Mindpower: +6 (+3 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Inventory
heat beam rune of the wizard (213 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 212.59 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
shielding rune of the wizard (absorb 370 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 370 damage for 4 turns. 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. |
NoonwakeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +6% light Changes damage: +12% light / +12% mind Mental save: +26 (+12 eff.) Confusion immunity: +26% Rings can have magical properties. |
Gunerand (31-46.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Damage (Melee): +21 cold Burst (radius 1) on hit: +8 blight When wielded/worn: Physical crit. chance: +20.0% Physical power: +12 (+3 eff.) Changes damage: +9% blight Spellpower: +2 (+1 eff.) Massive two-handed battleaxes. |
Tirakai's Maul (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 10% Mag, 120% Str Damage type: Cold Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +36 ice When wielded/worn: Changes stats: +6 Dex / +6 Cun / +6 Mag Changes damage: +12% cold Stun/Freeze immunity: +30% Quartz: Cold It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.Daimondur the Sunripper (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances: +6% light / +6% fire Changes resistances penetration: +10% fire Changes damage: +4% acid / +6% light Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Light radius: +3 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. |
MayoldabaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% lightning / +5% temporal / +3% acid Spell save: +15 (+5 eff.) Disarm immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +10% A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
143 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. |
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. |
Rungof's FangInfused 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 0/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'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. |
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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Happy Goul the Ghoul Sun Paladin level 24
59th Dusk 122nd year of Ascendancy at 15:33 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Happy Goul the Ghoul Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 16:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Happy Goul the Ghoul Sun Paladin level 21
55th Dusk 122nd year of Ascendancy at 13:30 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 Happy Goul the Ghoul Sun Paladin level 24
59th Dusk 122nd year of Ascendancy at 14:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Happy Goul the Ghoul Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 16:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Happy Goul the Ghoul Sun Paladin level 20
50th Dusk 122nd year of Ascendancy at 06:47 see stats
May the 4th be with you!
.By Happy Goul the Ghoul Sun Paladin level 17
35th Dusk 122nd year of Ascendancy at 22:15 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Happy Goul the Ghoul Sun Paladin level 25
1st Haze 122nd year of Ascendancy at 05:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Happy Goul the Ghoul Sun Paladin level 16
35th Dusk 122nd year of Ascendancy at 01:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Happy Goul the Ghoul Sun Paladin level 9
2nd Flare 122nd year of Ascendancy at 09:17 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Happy Goul the Ghoul Sun Paladin level 24
59th Dusk 122nd year of Ascendancy at 15:33 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Happy Goul the Ghoul Sun Paladin level 25
52nd Haze 122nd year of Ascendancy at 19:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Happy Goul the Ghoul Sun Paladin level 9
4th Flare 122nd year of Ascendancy at 06:55 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Happy Goul the Ghoul Sun Paladin level 25
51st Haze 122nd year of Ascendancy at 11:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Happy Goul the Ghoul Sun Paladin level 19
47th Dusk 122nd year of Ascendancy at 00:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Happy Goul the Ghoul Sun Paladin level 14
20th Dusk 122nd year of Ascendancy at 02:21 see stats
Log
Happy Goul is recovering from the damage!
Gerathra the shadowblade resists the mind attack!
Happy Goul is not dazed!
Gerathra the shadowblade resists the mind attack!
Happy Goul deactivates Second Life.
Happy Goul has been healed by a blast of positive energy!
Gerathra the shadowblade resists the mind attack!
Happy Goul receives 166 healing.
Happy Goul hits Gerathra the shadowblade for 12 physical, 24 light, 4 blight, 5 arcane, 3 mind, 12 physical, 24 light, 4 blight, 5 arcane, 1 mind, 12 physical, 24 light, 4 blight, 5 arcane, 1 mind, 12 physical, 24 light, 4 blight, 5 arcane, 1 mind (189 total damage).
Gerathra the shadowblade hits Happy Goul for (328 absorbed), 53 darkness, 10 acid, 22 darkness, 384 darkness, 11 acid, 22 darkness, 169 blight, 10 acid, 22 darkness, 242 blight, 0 acid, 22 darkness (965 total damage).
Happy Goul's solar fury subsides.
Talent Wave of Power is ready to use.
Burning from Faeros hits Happy Goul for 22 fire damage.
Happy Goul receives 39 healing.
Bleeding from Happy Goul hits Zubotta the grizzly bear for 3 physical damage.
Zubotta the grizzly bear shoots!
Happy Goul uses Ghoulish Leap.
Happy Goul hits Gerathra the shadowblade for 24 lightning damage.
Happy Goul hits Gerathra the shadowblade for 19 lightning damage.
Happy Goul casts Rune: Phase Door.
Happy Goul is out of phase.
Happy Goul's purging blight area effect hits Aerutira the rattlesnake for 23 blight damage.
Happy Goul's purging blight area effect hits Gerathra the shadowblade for 30 blight damage.
Happy Goul's purging blight area effect hits Zubotta the grizzly bear for 20 blight damage.
Happy Goul's purging blight area effect hits Faeros for 27 blight damage.
Gerathra the shadowblade casts Shadow Ambush.
Happy Goul is silenced!
Gerathra the shadowblade performs a melee critical strike against Happy Goul!
Saving game...










































































