








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Necromancer |
Level / Exp | 34 / 16% |
Size | small |
Lifes / Deaths | Killed by Gluyalle the assassin at level 28 on the 6th Haze 122nd year of Ascendancy at 02:56 / 2Killed by Belulrawyn the greater teluvorta at level 34 on the 5th Allure 123rd year of Ascendancy at 04:16 |
Primary Stats
Strength | 26 (base 18) |
Dexterity | 18 (base 10) |
Constitution | 17 (base 17) |
Magic | 78 (base 60) |
Willpower | 49 (base 34) |
Cunning | 50 (base 35) |
Resources
Life | -683/425 |
Mana | 382/562 |
Soul | 9/18 |
Vim | 232/232 |
Healing Factor | 1.1129415192741 |
Regeneration | 11.407650572559 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +107.19994720145% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 12 |
Crit Chance | 20% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +28% |
Mind | +31% |
Temporal | +39% |
Darkness | +137% |
Arcane | +38% |
Cold | +45% |
All | +25% |
Offense: Damage Penetration
Arcane | +5% |
Lightning | +10% |
Cold | +40% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 39 |
Mental Save | 45 |
Defense: Resistances
Blight | + 27%( 70%) |
Physical | + 30%( 70%) |
Cold | + 52%( 70%) |
All | + 25%( 70%) |
Darkness | + 49%( 70%) |
Light | + 37%( 70%) |
Temporal | + 32%( 70%) |
Fire | + 49%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 27% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 25% |
Silence Resistance | 86% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (55 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Undead / Skeleton | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by ice wyrm. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 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 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | 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 Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 121. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed bear paw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | 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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes resistances: +8% fire / +6% nature / +10% cold Changes resistances penetration: +10% cold Life regen: +4.00 Stamina each turn: +0.60 Maximum life: +31.00 Movement speed: +10% Healing mod.: +15% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% temporal / +7% light / +6% cold Changes damage: +7% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +4 Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 422.59 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% cold / +17% fire / +1% physical Changes resistances penetration: +10% cold Spell save: +15 (+5 eff.) Maximum life: +100.00 A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances penetration: +5% darkness / +10% lightning Changes damage: +3% lightning / +12% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +17 (+9 eff.) Changes damage: +12% all Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Mindpower: +16 (+5 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +10% darkness / +20% cold Changes damage: +18% darkness Silence immunity: +31% Stun/Freeze immunity: +27% Life regen: +4.00 Mana each turn: +0.17 Mindpower: +8 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+7 eff.) Changes resistances: +8% fire / +9% nature / +11% cold Reduces incoming crit damage: 10.00% Disarm immunity: +20% Confusion immunity: +10% Maximum life: +20.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes stats: +2 Cun Changes damage: +42% darkness / +6% mind Talent granted: +1 Command Staff Critical mult.: +60.00% Psi when hit: +0.24 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +17% See invisible: +20 It can be used to conjure elemental energy in a radius 10 cone, dealing 47.22 to 56.66 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.27 mind and 40.29 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 5.24 mind and 9.48 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 8.81 mind and 15.95 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. This item has been sent to the Item's Vault. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +8 Mag / +4 Wil Changes resistances: +3% blight / +19% darkness / +11% all Changes resistances penetration: +5% arcane Changes damage: +13% darkness / +5% temporal / +13% arcane / +13% all Vim when firing critical spell: +1.00 Maximum mana: +36.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +4 Cun / +5 Con Changes resistances: +3% temporal / +6% physical / +14% darkness / +10% light Changes damage: +9% temporal Blindness immunity: +25% Life regen: +2.00 Stamina each turn: +0.60 Light radius: +2 Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
![]() steel dagger 'Ivenne' (12-16 power, 15 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Armour: +14 Changes resistances: +6% light Changes resistances penetration: +10% blight Changes damage: +15% blight Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() Strikebiter the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 8 mind / 10 lightning Changes resistances: +15% lightning Changes damage: +18% arcane / +15% mind Physical save: +10 (+5 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +33 (+16 eff.) Damage when hit (Melee): 6 arcane Changes stats: +3 Mag / +9 Wil / +4 Cun Changes resistances: +18% darkness Changes resistances penetration: +18% darkness Changes damage: +23% darkness / +3% physical Stealth bonus: +22 Physical save: +3 (+1 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Riselarend the Skeleton Necromancer level 33
3rd Allure 123rd year of Ascendancy at 05:12 see stats
By Riselarend the Yeek Necromancer level 20
27th Dusk 122nd year of Ascendancy at 04:51 see stats
By Riselarend the Skeleton Necromancer level 33
3rd Allure 123rd year of Ascendancy at 23:33 see stats
By Riselarend the Yeek Necromancer level 26
3rd Haze 122nd year of Ascendancy at 01:59 see stats
By Riselarend the Yeek Necromancer level 27
4th Haze 122nd year of Ascendancy at 18:51 see stats
By Riselarend the Skeleton Necromancer level 32
1st Wintertide 123rd year of Ascendancy at 05:27 see stats
By Riselarend the Yeek Necromancer level 10
3rd Dusk 122nd year of Ascendancy at 17:55 see stats
By Riselarend the Yeek Necromancer level 20
16th Dusk 122nd year of Ascendancy at 14:40 see stats
By Riselarend the Skeleton Necromancer level 30
14th Haze 122nd year of Ascendancy at 01:17 see stats
By Riselarend the Yeek Necromancer level 23
71st Dusk 122nd year of Ascendancy at 11:51 see stats
By Riselarend the Skeleton Necromancer level 31
32nd Haze 122nd year of Ascendancy at 16:19 see stats
By Riselarend the Yeek Necromancer level 2
75th Pyre 122nd year of Ascendancy at 04:13 see stats
By Riselarend the Yeek Necromancer level 9
1st Dusk 122nd year of Ascendancy at 07:50 see stats
By Riselarend the Yeek Necromancer level 24
79th Dusk 122nd year of Ascendancy at 12:27 see stats
By Riselarend the Yeek Necromancer level 17
11st Dusk 122nd year of Ascendancy at 07:24 see stats
Log
The very fabric of time alters around Belulrawyn the greater teluvorta.
Belulrawyn the greater teluvorta casts Shadow Veil.
Belulrawyn the greater teluvorta performs a melee critical strike against Armoured skeleton warrior!
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior shrugs off the effect 'Slow'!
Armoured skeleton warrior shrugs off the effect 'Slow'!
Belulrawyn the greater teluvorta is covered in a veil of shadows!
Belulrawyn the greater teluvorta hits Armoured skeleton warrior for (76 absorbed), 0 temporal (0 total damage).
Belulrawyn the greater teluvorta hits Armoured skeleton warrior for (173 absorbed), 0 temporal, (139 absorbed), 293 darkness, 28 darkness, 60 temporal (381 total damage).
Reality has shifted.
Gloratha the greater teluvorta uses Steady Shot.
Lava floor hits Gloratha the greater teluvorta for (52 deflected), 0 fire (0 total damage).
Armoured skeleton warrior is no longer out of phase.
Gloratha the greater teluvorta's Steady Shot performs a ranged critical strike against Riselarend!
Your shield crumbles under the damage!
The shield around Riselarend crumbles.
Riselarend resists the vile poison!
Gloratha the greater teluvorta's Steady Shot hits Riselarend for (203 absorbed), 50 physical, 9 lightning, 5 fire (64 total damage).
Belulrawyn the greater teluvorta performs a melee critical strike against Riselarend!
Armoured skeleton warrior shrugs off the effect 'Slow'!
Greater Weapon Focus from Belulrawyn the greater teluvorta performs a melee critical strike against Riselarend!
Armoured skeleton warrior shrugs off the effect 'Slow'!
Riselarend HEALS from darkness damage!
Belulrawyn the greater teluvorta hits Armoured skeleton warrior for 59 temporal damage.
Belulrawyn the greater teluvorta hits Riselarend for 165 temporal, 341 darkness, 37 healing, 20 darkness, 2 healing, 52 temporal (578 total damage) [40 healing].
Greater Weapon Focus from Belulrawyn the greater teluvorta hits Armoured skeleton warrior for 59 temporal damage.
Greater Weapon Focus from Belulrawyn the greater teluvorta hits Riselarend for 123 temporal, 254 darkness, 28 healing, 20 darkness, 2 healing, 52 temporal (450 total damage) [30 healing].
Melee retaliation hits Belulrawyn the greater teluvorta for (2 to time), 0 cold, (2 to time), 0 cold (0 total damage).
Riselarend the level 34 skeleton necromancer was spaghettified across the whole of space and time to death by Belulrawyn the greater teluvorta and lost outside time on level 1 of Temporal Rift.
Belulrawyn the greater teluvorta prepares for the next kill!