












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 37 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Noon's Inner Demon at level 37 on the 33rd Dusk 123rd year of Ascendancy at 01:46 / 3Killed by Noon's Inner Demon at level 37 on the 33rd Dusk 123rd year of Ascendancy at 01:53 Killed by Noon's Inner Demon at level 37 on the 33rd Dusk 123rd year of Ascendancy at 01:56 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 36 (base 36) |
| Magic | 110 (base 60) |
| Willpower | 88 (base 56) |
| Cunning | 31 (base 11) |
Resources
| Life | -545/433 |
| Mana | 911/940 |
| Soul | 19/19 |
| Healing Factor | 1.3479202340232 |
| Regeneration | 0.3369800585058 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 63.086911963298 |
| See Invisible | 65.086911963298 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 16 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +56% |
| Light | +21% |
| Temporal | +13% |
| Physical | +6% |
| Arcane | +21% |
| Lightning | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +10% |
| Light | +30% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 62 |
| Mental Save | 58 |
Defense: Resistances
| Nature | + 43%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 40%( 70%) |
| Blight | + 49%( 70%) |
| Cold | + 57%( 70%) |
| Mind | + 37%( 70%) |
| All | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 34% |
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 68 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 4 light, 3 fire, 4 acid, 3 temporal |
| 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 1319% for 10 turns (1188 total) and instantly restoring 66 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 20 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 380 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by barrow wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by ghoul. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 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: 91. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
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 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of hardened leather boots of force (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Spellpower: +10 (+3 eff.) Mindpower: +7 (+2 eff.) A pair of boots made of leather. |
| Light source | watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +25% Confusion immunity: +11% Light radius: +8 See stealth: +10 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 5.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | eldritch cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Mag / +5 Wil Mana each turn: +1.20 Mana when hit: +0.90 Maximum mana: +80.00 Spellpower: +12 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Prismrune the ash wand of shielding [power 206] (12/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +6% light Maximum wards: +4 blight / +4 cold / +3 arcane / +4 acid Changes resistances penetration: +10% lightning / +20% light Changes damage: +9% lightning / +15% light Talent granted: +1 Ward It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's gold ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+7 eff.) Changes stats: +4 Cun Changes resistances: +26% darkness Changes damage: +13% darkness Rings make your fingers look great! |
| On fingers | ShadehackerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +20% mind Changes damage: +12% arcane / +12% darkness Silence immunity: +34% Mana each turn: +0.20 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | void walker's elven-wood starstaff of invocation (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +8% temporal Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +20 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +9 Resist all after a teleport: +16% New effects duration reduction after a teleport: +13% It can be used to conjure elemental energy in a radius 8 cone, dealing 49.48 to 59.38 darkness damage Activation puts all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal drakeskin leather gloves of the starseeker (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 14 temporal Damage (Ranged): 12 temporal Changes stats: +2 Cun / +3 Mag Changes resistances: +8% temporal / +7% light / +9% darkness Changes damage: +7% temporal Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 127.09 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +13% darkness / +12% mind / +15% all Physical save: +17 (+8 eff.) Spell save: +14 (+3 eff.) Mental save: +24 (+7 eff.) Mana each turn: +0.11 Maximum mana: +73.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +9% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Lightsaw the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Mag / +9 Wil Changes resistances: +9% blight Changes resistances penetration: +10% light Spell save: +9 (+2 eff.) Maximum mana: +45.00 Maximum hate: +6.00 Mindpower: +20 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BeudradurPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+6 eff.) Armour penetration: +2 Physical power: +30 (+12 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Str / +3 Mag Changes resistances penetration: +10% temporal Changes damage: +6% temporal / +6% light / +6% physical / +9% arcane / +6% darkness Maximum stamina: +30.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.hateful blue-steel trident of massacre (24-39 power, 8 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +10% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's blue-steel trident of massacre (26-42 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 33 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +20% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Hailpassion (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +15% light / +8% fire / +9% darkness / +8% cold Changes damage: +27% cold / +12% light / +6% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of the bounder (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 42.0 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shattering dwarven-steel pickaxe (dig speed 15 turns) =Dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +15% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 68 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 117 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 30 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Noon the Cornac Necromancer level 33
52nd Pyre 123rd year of Ascendancy at 01:19 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Noon the Cornac Necromancer level 35
8th Mirth 123rd year of Ascendancy at 21:30 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Noon the Cornac Necromancer level 32
45th Pyre 123rd year of Ascendancy at 17:13 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Noon the Cornac Necromancer level 37
16th Dusk 123rd year of Ascendancy at 23:19 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Noon the Cornac Necromancer level 17
77th Haze 122nd year of Ascendancy at 14:05 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Noon the Cornac Necromancer level 28
38th Pyre 123rd year of Ascendancy at 15:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Noon the Cornac Necromancer level 20
30th Regrowth 123rd year of Ascendancy at 19:45 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Noon the Cornac Necromancer level 34
61st Pyre 123rd year of Ascendancy at 16:49 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Noon the Cornac Necromancer level 26
36th Pyre 123rd year of Ascendancy at 04:25 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Noon the Cornac Necromancer level 35
68th Pyre 123rd year of Ascendancy at 10:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Noon the Cornac Necromancer level 10
1st Mirth 122nd year of Ascendancy at 14:50 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Noon the Cornac Necromancer level 20
29th Regrowth 123rd year of Ascendancy at 17:33 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Noon the Cornac Necromancer level 30
41st Pyre 123rd year of Ascendancy at 10:20 see stats
Lichform (Nightmare (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Noon the Lich Necromancer level 37
33rd Dusk 123rd year of Ascendancy at 01:46 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Noon the Cornac Necromancer level 22
45th Regrowth 123rd year of Ascendancy at 23:16 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Noon the Cornac Necromancer level 33
51st Pyre 123rd year of Ascendancy at 16:05 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Noon the Cornac Necromancer level 33
50th Pyre 123rd year of Ascendancy at 09:18 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Noon the Cornac Necromancer level 3
76th Pyre 122nd year of Ascendancy at 16:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Noon the Cornac Necromancer level 11
2nd Mirth 122nd year of Ascendancy at 15:41 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Noon the Cornac Necromancer level 37
18th Dusk 123rd year of Ascendancy at 10:41 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Noon the Cornac Necromancer level 19
28th Regrowth 123rd year of Ascendancy at 18:21 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Noon the Cornac Necromancer level 19
26th Regrowth 123rd year of Ascendancy at 16:55 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Noon the Cornac Necromancer level 37
18th Dusk 123rd year of Ascendancy at 01:53 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Noon the Cornac Necromancer level 26
36th Pyre 123rd year of Ascendancy at 01:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Noon the Cornac Necromancer level 16
2nd Dusk 122nd year of Ascendancy at 03:41 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Noon the Cornac Necromancer level 31
43rd Pyre 123rd year of Ascendancy at 22:56 see stats
Log
Something hits Noon for 8 cold damage.
Something hits Noon for 8 cold damage.
Noon casts Rune: Shatter Afflictions.
Noon recovers sight.
Noon is no longer dominated.
A shield forms around Noon.
Noon casts Invoke Darkness.
Noon hits Noon's Inner Demon for 94 darkness damage.
Noon hits Noon's Inner Demon for (115 absorbed), 58 darkness (58 total damage).
Noon killed Noon's Inner Demon!
Glelle the orc pyromancer casts Rune: Shatter Afflictions.
Glelle the orc pyromancer is free from the abyss.
A shield forms around Glelle the orc pyromancer.
Glelle the orc pyromancer casts Flame.
Noon is on fire!
Glelle the orc pyromancer hits Noon for (158 absorbed), 0 fire (0 total damage).
Your shield crumbles under the damage!
The shield around Noon crumbles.
Talent Rune: Manasurge is ready to use.
Burning from Glelle the orc pyromancer hits Noon for (46 absorbed), 6 fire (6 total damage).
Noon's Inner Demon's spell attains critical power!
Noon's Inner Demon's spell attains critical power!
Spikes of Decrepitude hits Noon for 7 cold, 12 darkness (20 total damage).
Noon's Inner Demon hits Noon for 68 darkness damage.
Spikes of Decrepitude hits Noon for 12 cold, 14 darkness (26 total damage).
Noon's Inner Demon hits Noon for 76 darkness damage.
Frost Cut from Noon hits Noon's Inner Demon for 73 cold damage.
Noon's Inner Demon unleashes a blast of frostdusk as he crosses the veil!
Noon's Inner Demon hits Noon for 38 cold, 50 darkness (87 total damage).
Noon the level 37 lich necromancer was swallowed by the void to death by a Noon's Inner Demon on level 1 of Ruined Dungeon.










































































