









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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 28 / 51% |
| Size | big |
| Lifes / Deaths | Killed by ghast at level 28 on the 3rd Decay 122nd year of Ascendancy at 14:27 / 1 |
Primary Stats
| Strength | 108 (base 60) |
| Dexterity | 48.69748278524 (base 25) |
| Constitution | 58 (base 41) |
| Magic | 13 (base 10) |
| Willpower | 37 (base 10) |
| Cunning | 34 (base 10) |
Resources
| Life | -42/1000 |
| Mana | 397/397 |
| Stamina | 79/228 |
| Healing Factor | 1.5957894736843 |
| Regeneration | 38.532405962818 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 50 |
| Crit Chance | 62% |
| APR | 37 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +13% |
| Light | +24% |
| Physical | +22% |
| Blight | +3% |
| Arcane | +9% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +48% |
Defense: Base
| Armour (hardiness) | 47.522593642275 (63.098591549296%) |
| Defense | 30 |
| Ranged Defense | 38 |
| Fatigue | 13 |
| Physical Save | 59 |
| Spell Save | 17 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 7%( 70%) |
| All | -10%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 13%( 70%) |
| Physical | -4%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Confusion Resistance | 34% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
| Disarm Resistance | 43% |
| Bleed Resistance | 100% |
| Pinning Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 232.14 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 47 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 400 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Stone alchemy | 0.80 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| 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 (+2 cooldowns). Runic Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 20.48, and stamina regeneration by 4.10. Bloodbath |
| beneficial effect | The target is recovering 31 life each turn. Recovery |
| beneficial effect | Increases critical hit chance by 22%. Berserker Rage |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 23 and doing 37.53 blight damage per turn. Decrepitude Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 43. | 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 |
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 the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lisivena the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +4 Con / +4 Wil Changes resistances: +22% lightning / +8% temporal / +5% arcane Changes resistances penetration: +7% physical Changes damage: +9% physical Critical mult.: +3.00% Maximum encumbrance: +22 Physical save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Aeritha the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances penetration: +5% physical Changes damage: +6% physical Physical save: +36 (+9 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eilinenne the Kindlevile (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +12 Str / +9 Dex / +6 Wil / +4 Cun Changes resistances: +6% fire / +5% arcane / +5% physical Changes damage: +9% arcane Physical save: +9 (+2 eff.) A cap made of leather. |
| Tool | Runythad (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% temporal / +3% light / +5% arcane Changes resistances penetration: +16% physical Changes damage: +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Pyretaint the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Fatigue: -5% Changes resistances: +20% acid / +9% fire Changes damage: +10% acid / +3% fire / +6% nature Maximum encumbrance: +21 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Zubunne the GreenreaperPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +2 Con Changes resistances: +20% light Changes damage: +10% light / +3% nature Mental save: +7 (+2 eff.) Disarm immunity: +23% Confusion immunity: +24% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
| Around waist | Chaladas the GlintkissInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Changes stats: +5 Str / +4 Con Changes resistances: +12% fire Changes damage: +9% light Physical save: +8 (+2 eff.) Blindness immunity: +15% Disarm immunity: +20% Size category: +1 A belt that goes around your waist. |
| In main hand | Dairisaran (42.5-63.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +16.0% Changes stats: +5 Dex / +2 Wil / +5 Cun / +4 Con Critical mult.: +23.00% Light radius: +3 See invisible: +12 Massive two-handed mauls. |
| On hands | Pitchraptor the hardened leather gloves (3 def, 8 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 7 light Changes stats: +2 Dex Changes resistances: +8% light / +6% darkness Changes damage: +5% light Critical mult.: +9.00% Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Elatira (3 def, 16 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +3 Str / +3 Dex / +3 Mag / +15 Wil / +9 Cun / +3 Con Changes resistances: +22% blight / +15% darkness Changes damage: +3% blight Mental save: +18 (+6 eff.) Spellpower: +12 (+6 eff.) Light radius: +1 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Halyrath' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +12% nature Changes resistances penetration: +20% physical Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Gunidratir'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +7 (+1 eff.) Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Str Changes damage: +7% physical Stamina each turn: +0.40 Only die when reaching: -40.00 life Combat speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.acid wave rune (154 acid damage; disarm 5 turns with power 21) 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: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 153.68 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
acid wave rune of the psychic (186 acid damage; disarm 5 turns with power 42)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: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 185.77 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 42 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower 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. |
This item will automatically be transmogrified when you leave the level.lightning rune of the duelist (394 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 131.22 to 393.66 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity 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. |
Brodezor the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +3 Con Physical save: +13 (+3 eff.) Cut immunity: +10% Silence immunity: +5% Life regen: +0.90 Maximum life: +41.00 Amulets can have magical properties. |
Mayebeth the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -4% Changes stats: +2 Dex / +4 Con Changes resistances: +6% lightning / +12% cold Changes damage: +5% physical Combat speed: +10% Amulets can have magical properties. |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Toxinclamor the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +26% lightning / +3% light / +9% blight / +5% arcane / +3% acid Changes damage: +13% lightning Knockback immunity: +5% Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+4 eff.) Rings can have magical properties. |
Haryromildil the Woehunger (24-36 power, 4 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour penetration: +13 Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Con Changes resistances penetration: +15% physical Critical mult.: +19.00% Massive two-handed battleaxes. |
Sparkpain the dwarven-steel battleaxe (42-63 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% blight Massive two-handed battleaxes. |
acidic dwarven-steel battleaxe of the mystic (30-45 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 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: * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Changes stats: +5 Mag / +2 Wil Spellpower: +10 (+5 eff.) Massive two-handed battleaxes. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 68.10 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Berasta the Gorestreaker (54-81 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Burst (radius 1) on hit: +13 fire Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Changes stats: +2 Str / +4 Dex Changes resistances penetration: +5% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Broduruikan the stralite greatmaul (53.5-80.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical power: +14 (+3 eff.) Armour: +6 Changes stats: +11 Con Changes resistances penetration: +12% physical Changes damage: +12% physical Physical save: +9 (+2 eff.) Disarm immunity: +39% Healing mod.: +25% Massive two-handed mauls. |
Ebonywilter the steel greatmaul (29.5-44.25 power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +10 Changes stats: +4 Str / +2 Con Changes resistances penetration: +12% cold Changes damage: +15% darkness Light radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stralite greatsword 'Cloudglory' (47.5-76 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 lightning / +31 cold Burst (radius 1) on hit: +16 lightning / +8 acid When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances penetration: +5% lightning / +10% acid Changes damage: +12% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.mighty reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+10 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Spiderweeper' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +10% lightning / +10% temporal Changes resistances penetration: +25% mind Changes damage: +12% nature Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mental crit. chance: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.brawler's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +3 Cun / +3 Con Talent cooldown: Double Strike (-1 turn) Physical save: +23 (+6 eff.) Spell save: +5 (+4 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +25% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Amolar the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +11% light / +11% darkness Changes resistances penetration: +25% physical Life regen: +0.40 Stamina each turn: +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Glowstreak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% lightning Changes damage: +16% lightning Critical mult.: +10.00% Spell save: +6 (+4 eff.) Mana each turn: +0.08 Maximum mana: +100.00 Maximum vim: +30.00 Spellpower: +6 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Radhirion the Chargebore (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +16% lightning Changes damage: +17% lightning Physical save: +3 (+1 eff.) Stamina each turn: +0.40 A pointy cloth hat, very wizardly... |
Getagas the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 6 light / 8 physical Changes stats: +3 Str / +3 Dex / +3 Mag / +6 Wil / +3 Cun / +7 Con Changes resistances: +19% lightning / +15% darkness / +13% blight Life regen: +2.80 Stamina each turn: +1.30 Light radius: +2 See invisible: +12 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.acidic stralite shield of cold resistance (+21%) (10 def, 2 armour, 146 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 25 acid Changes resistances: +21% cold Talent granted: +4 Block Handheld deflection devices. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
50 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lustrequeen the alchemist's lampInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +3% light / +9% fire Changes damage: +6% light / +3% fire Physical save: +11 (+3 eff.) Spell save: +15 (+9 eff.) Mental save: +23 (+8 eff.) Maximum life: +52.00 Light radius: +6 See stealth: +11 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 (+3 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Naturestalker the ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +2 Dex Changes damage: +12% nature Stamina each turn: +0.80 Healing mod.: +10% It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gunikor the Skeleton Berserker level 10
4th Dusk 122nd year of Ascendancy at 12:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Gunikor the Skeleton Berserker level 19
46th Haze 122nd year of Ascendancy at 21:34 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 Gunikor the Skeleton Berserker level 24
62nd Haze 122nd year of Ascendancy at 19:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gunikor the Skeleton Berserker level 10
4th Flare 122nd year of Ascendancy at 00:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gunikor the Skeleton Berserker level 20
51st Haze 122nd year of Ascendancy at 09:50 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Gunikor the Skeleton Berserker level 17
14th Haze 122nd year of Ascendancy at 16:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Gunikor the Skeleton Berserker level 14
34th Dusk 122nd year of Ascendancy at 04:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Gunikor the Skeleton Berserker level 25
67th Haze 122nd year of Ascendancy at 08:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gunikor the Skeleton Berserker level 10
18th Dusk 122nd year of Ascendancy at 07:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gunikor the Skeleton Berserker level 10
5th Flare 122nd year of Ascendancy at 22:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Gunikor the Skeleton Berserker level 19
48th Haze 122nd year of Ascendancy at 10:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gunikor the Skeleton Berserker level 14
34th Dusk 122nd year of Ascendancy at 20:54 see stats
Log
A part of Mayota the elven corruptor's bone shield regenerates.
Mayota the elven corruptor casts Virulent Disease.
Gunikor is afflicted by a decrepitude disease!
Mayota the elven corruptor misses Gunikor.
Ghast hits Gunikor for 11 physical damage.
Gunikor hits Ghast for 11 light, 9 arcane (20 total damage).
Gunikor uses Death Dance.
Ghast is dazed!
Ghast starts to bleed.
Gunikor performs a melee critical strike against Mayota the elven corruptor!
Mayota the elven corruptor starts to bleed.
Gunikor hits Ghast for 404 arcane, 9 light (413 total damage).
Gunikor hits Mayota the elven corruptor for (703 to bones), 0 arcane, 5 light (5 total damage).
Gunikor is free from the weakness disease.
Talent Re-assemble is ready to use.
Decrepitude Disease from Mayota the elven corruptor hits Gunikor for 36 blight damage.
Ghast is not dazed anymore.
Bleeding from Gunikor hits Ghast for 86 physical damage.
Mayota the elven corruptor casts Soul Rot.
Mayota the elven corruptor's spell attains critical power!
Bleeding from Gunikor hits Mayota the elven corruptor for 1 physical damage.
Gunikor is recovering from the damage!
Mayota the elven corruptor's Soul Rot hits Gunikor for 580 blight damage.
Ghast uses Gnaw.
Gunikor has finished recovering.
Gunikor is free from the decrepitude disease.
Gunikor deactivates Berserker Rage.
Gunikor's rage subsides!
Gunikor no longer revels in blood quite so much.





















































































