














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!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 | Madness Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 41 / 86% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 185 (base 60) |
| Dexterity | 55 (base 39) |
| Constitution | 140 (base 60) |
| Magic | 127 (base 60) |
| Willpower | 93 (base 60) |
| Cunning | 116 (base 60) |
Resources
| Steam | 142/142 |
| Mana | 665/665 |
| Psi | 173/173 |
| Vim | 250/250 |
| Life | 2394/2394 |
| Positive | 250/250 |
| Stamina | 402/402 |
| Hate | 50/100 |
| Healing Factor | 1.9294488336277 |
| Regeneration | 108.66968139607 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +124.77810708721% |
| Spell | +4.9960036108132E-12% |
| Global | +161.95092589885% |
Vision
| Sight | 12 |
| Lite | 23 |
| Infravision | 15 |
| See Stealth | 164.13561909211 |
| See Invisible | 134.13561909211 |
Offense: Mainhand
| Damage | 328 |
| Accuracy | 101 |
| Crit Chance | 112% |
| APR | 41 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 58% |
| Speed | 0.99999999999995 |
| Cooldown Reduction | 1.1102230246252E-14 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +9% |
| Physical | +7% |
| Mind | +40% |
| All | 0% |
| Darkness | +24% |
| Light | +169% |
| Temporal | +6% |
| Fire | +68% |
Offense: Damage Penetration
| Acid | +35% |
| Arcane | +30% |
| Mind | +55% |
| All | +25% |
| Darkness | +45% |
| Light | +101% |
| Temporal | +40% |
| Fire | +106% |
| Physical | +76% |
Defense: Base
| Armour (hardiness) | 203.19194602161 (84.868075573995%) |
| Defense | 89 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 86 |
| Spell Save | 74 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 59%( 70%) |
| Physical | + 67%( 70%) |
| Cold | + 66%( 70%) |
| All | + 55%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 55%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 86% |
| Fear Resistance | 55% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (6/7)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 1185 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 2.5 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 40% all resistance, you move 45% faster, and you are invisible (power 32). Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. |
Class Talents
| Celestial / Crusader | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat techniques | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Tireless Combatant | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.70 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.70 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Projection | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Molten Iron Blood |
| talent | Chant of Fortitude |
| talent | Range Amplification Device |
| talent | Arcane Shield |
| talent | Through The Crowd |
| talent | Furnace |
| talent | Weapon of Light |
| talent | Shield Wall |
| talent | Searing Sight |
| talent | Second Life |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Kinetic Aura |
| talent | Shield of Light |
| talent | Skate |
| talent | Energy Alteration |
| talent | Thermal Aura |
| talent | Melting Point |
| talent | Weapon of Wrath |
| talent | Pace Yourself |
| talent | Repel |
| talent | Daunting Presence |
| talent | Gravitic Effulgence |
| talent | Beyond the Flesh |
| talent | Aether Permeation |
| talent | Exploit Weakness |
| talent | Precise Strikes |
| talent | Eternal Suffering |
| talent | Righteous Strength |
| beneficial effect | Countering melee attacks: Has a 74% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
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 the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 1377. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 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
| Psionic focus | Champion's Will (67-107 power, 42 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 145% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +42 Crit. chance: +32.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 207 light damage (based on Spellpower) in a radius 3 cone. * flashes light on your target dealing 131 damage Damage against: +35% Undead / +35% Demon / +35% Horror When wielded/worn: Changes stats: +15 Str / +8 Mag / +9 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Critical mult.: +15.00% Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 14 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| On hands | Hands of Creation (0 def, 13 armour)Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +13 Changes stats: +9 Str / +9 Con Changes resistances penetration: +20% physical / +20% fire Talent granted: +5 Iron Grip Maximum encumbrance: +20 Disarm immunity: +100% Steampower: +20 (+4 eff.) When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 51% Wil, 91% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 91% Damage (Melee): +20 fire On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
| Light source | Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness / +20% light Changes resistances penetration: +10% darkness / +10% light Changes damage: +55% light / +15% darkness Damage affinity(heal): +20% darkness / +20% light Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +15 See stealth: +20 Absorbs all darkness (power 149, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 364.56 darkness damage (based on Mindpower and charge) Activation costs 5 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Helm of the Dominated (0 def, 11 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Fatigue: +4% Changes stats: +3 Str / +5 Mag / +19 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Talent mastery: +0.20 Race / Doomelf Silence immunity: +130% Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +10 (+2 eff.) Light radius: -1 Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Healing mod.: +30% Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. This object's appearance was changed to Helm of the Dominated . |
| On feet | Dourworth of the Blightspawn (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Effects when hit in melee: * 42% chance to reduce strength, dexterity, and constitution by 33 * 39% chance to reduce damage dealt by 31% Damage when hit (Melee): 2 darkness Changes stats: +4 Mag / +3 Wil Changes resistances: +15% fire / +6% darkness / +15% cold Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +9% blight Talent granted: +5 Rocket Boots Physical save: +19 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Movement speed: +25% It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 12 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | RagirionPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 44% Damage (Melee): 40 light Damage (Ranged): 28 light Changes stats: +4 Str / +15 Mag / +19 Wil / +10 Cun / +4 Con Changes damage: +20% light / +6% acid Reduces incoming crit damage: 15.00% Disarm immunity: +39% Pinning immunity: +47% Knockback immunity: +42% Maximum life: +48.00 Mindpower: +15 (+3 eff.) Infravision radius: +2 Rings make your fingers look great! |
| On fingers | voratun ring 'Isath'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 44% Damage (Melee): 39 light Damage (Ranged): 34 light Damage when hit (Melee): 4 temporal Changes stats: +10 Dex / +9 Mag / +8 Cun Changes resistances penetration: +10% acid / +15% temporal Changes damage: +6% acid / +6% temporal / +20% light Blindness immunity: +32% Infravision radius: +6 See stealth: +21 See invisible: +11 Rings make your fingers look great! |
| Around neck | Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Champion's Will (67-107 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 145% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 207 light damage (based on Spellpower) in a radius 3 cone. * flashes light on your target dealing 133 damage Damage against: +35% Undead / +35% Demon / +35% Horror When wielded/worn: Changes stats: +15 Str / +8 Mag / +9 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Critical mult.: +15.00% Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 14 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| Around waist | Rhindil Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +19 Defense: +29 (+6 eff.) Changes stats: +3 Mag / +8 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +5% arcane Physical save: +30 (+6 eff.) Spell save: +19 (+5 eff.) Mana when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spell crit. chance: +3% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Size category: +1 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 126% Wil Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 25 light On shield block: * Unleash a light nova of radius equal to the tinker tier. Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 Special effect on block: Unleash a light nova of radius equal to the tinker tier. It can be used to send out a range 7 beam, lighting its path and dealing 193.07 to 241.34 light damage (based on Willpower and Cunning) Activation costs 6 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +60% lightning / +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire Stun/Freeze immunity: +100% All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | Firewalker (15 def, 22 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +22 Defense: +15 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 50 light / 50 fire Changes stats: +8 Dex / +10 Mag / +14 Cun Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% light / +20% fire Damage affinity(heal): +20% light / +20% fire Poison immunity: +140% Disease immunity: +140% Cut immunity: +140% Life regen: +20.00 Spellpower: +12 (+3 eff.) Movement speed: +15% Chance to avoid any damage: +8% Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (4/4)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 90 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. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Kalisol the Yeek Sun Paladin level 15
3rd Mirth 122nd year of Ascendancy at 13:24 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kalisol the Yeek Sun Paladin level 33
33rd Dusk 122nd year of Ascendancy at 15:59 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Kalisol the Yeek Sun Paladin level 34
62nd Dusk 122nd year of Ascendancy at 19:42 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Kalisol the Yeek Sun Paladin level 31
23rd Dusk 122nd year of Ascendancy at 16:02 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Kalisol the Yeek Sun Paladin level 12
2nd Mirth 122nd year of Ascendancy at 11:59 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kalisol the Yeek Sun Paladin level 23
5th Dusk 122nd year of Ascendancy at 00:25 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Kalisol the Yeek Sun Paladin level 32
24th Dusk 122nd year of Ascendancy at 01:37 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Kalisol the Yeek Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 00:52 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Kalisol the Yeek Sun Paladin level 20
3rd Dusk 122nd year of Ascendancy at 19:08 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Kalisol the Yeek Sun Paladin level 30
17th Dusk 122nd year of Ascendancy at 22:49 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Kalisol the Yeek Sun Paladin level 40
39th Haze 122nd year of Ascendancy at 14:16 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Kalisol the Yeek Sun Paladin level 41
66th Haze 122nd year of Ascendancy at 08:15 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Kalisol the Yeek Sun Paladin level 25
16th Dusk 122nd year of Ascendancy at 15:52 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Kalisol the Yeek Sun Paladin level 35
2nd Haze 122nd year of Ascendancy at 05:16 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kalisol the Yeek Sun Paladin level 30
18th Dusk 122nd year of Ascendancy at 07:21 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kalisol the Yeek Sun Paladin level 17
3rd Dusk 122nd year of Ascendancy at 05:55 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Kalisol the Yeek Sun Paladin level 2
75th Pyre 122nd year of Ascendancy at 06:15 see stats
Slime killer party (Madness (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Kalisol the Yeek Sun Paladin level 41
66th Haze 122nd year of Ascendancy at 04:53 see stats
Slimefest (Madness (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Kalisol the Yeek Sun Paladin level 41
64th Haze 122nd year of Ascendancy at 23:35 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kalisol the Yeek Sun Paladin level 33
37th Dusk 122nd year of Ascendancy at 18:39 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Kalisol the Yeek Sun Paladin level 25
16th Dusk 122nd year of Ascendancy at 12:51 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Kalisol the Yeek Sun Paladin level 31
22nd Dusk 122nd year of Ascendancy at 06:51 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kalisol the Yeek Sun Paladin level 24
16th Dusk 122nd year of Ascendancy at 12:00 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kalisol the Yeek Sun Paladin level 16
3rd Mirth 122nd year of Ascendancy at 22:03 see stats
Log
Kalisol drops on the floor: 8 spinel.
Your 8 spinel is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 5 jade.
Your 5 jade is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 9 emerald.
Your 9 emerald is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 3 topaz.
Your 3 topaz is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 2 sapphire.
Your 2 sapphire is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 3 opal.
Your 3 opal is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 6 lapis lazuli.
Your 6 lapis lazuli is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 6 aquamarine.
Your 6 aquamarine is magically sorted by the storage room and put in a pile with the others items of the same type.
Kalisol drops on the floor: 9 onyx.
Your 9 onyx is magically sorted by the storage room.
Kalisol drops on the floor: 7 agate.
Your 7 agate is magically sorted by the storage room and put in a pile with the others items of the same type.



























































































































































































