










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 19 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Voruwyn the midge swarm at level 19 on the 35th Dusk 122nd year of Ascendancy at 12:21 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 59 (base 47) |
| Willpower | 49 (base 38) |
| Cunning | 28 (base 11) |
Resources
| Life | 35/290 |
| Mana | 75/446 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 4.3200549450549 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 1 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 19 |
| Crit Chance | 8% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +3% |
| Lightning | +28% |
| Cold | +24% |
| Arcane | +46% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 26 |
| Ranged Defense | 30 |
| Fatigue | 7 |
| Physical Save | 19 |
| Spell Save | 34 |
| Mental Save | 23 |
Defense: Resistances
| Physical | + 10%( 70%) |
| Lightning | + 25%( 70%) |
| Nature | + 18%( 70%) |
| Temporal | + 19%( 70%) |
| Fire | + 14%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 35%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 9% |
| Pinning Resistance | 41% |
| Knockback Resistance | 22% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 278 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 48 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Feather Wind |
| detrimental effect | The target is on fire, taking 160.71 fire damage per turn. Burning |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The time distortion has created a restoration field, healing the target for 55 each turn. Temporal Restoration Field |
| beneficial effect | The target is surrounded by a space distortion that randomly sends (72% chance) incoming damage to another target (Voruwyn the midge swarm). Absorbs 182/485 damage before it crumbles. Displacement Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
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 lost sun paladin from death by Miseriae. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | rough leather gloves 'Umbrasmasher' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Damage when hit (Melee): 2 darkness Changes resistances: +6% lightning Changes damage: +4% lightning Maximum psi: +40.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Layyvena (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +11 (+5 eff.) Changes stats: +1 Wil Changes resistances: +6% cold / +6% fire / +2% physical Changes damage: +3% physical Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
| Tool | Xeralle [power 100] (9/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +6% temporal Changes damage: +6% arcane It can be used to blast the opponent's mind dealing 85 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Getylin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% lightning Physical save: +3 (+2 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Life regen: +4.00 Maximum life: +21.00 Rings can have magical properties. |
| On fingers | marksman's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +2 Dex 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 125% 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. |
| Around waist | rough leather belt 'Murksweep'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil / +1 Con Changes resistances: +9% lightning / +6% temporal Changes resistances penetration: +15% darkness A belt that goes around your waist. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| In main hand | Zubabreth the Glacierpython (18-21.6 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +3% cold Changes damage: +18% lightning / +3% cold / +12% arcane Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +35.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | spellcowled linen cloak of Iron Throne (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Mag / +2 Wil / +1 Con Spell save: +6 (+3 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.57 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 604%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 488%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 488% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 157; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 157 damage for 5 turns. Its effects scale with your Constitution 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 spell talent. |
shimmering ash magestaff of might (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +32.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of power (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +36.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Lisiretha (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 33% Changes damage: +3% acid / +12% arcane Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamesage (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +29% cold / +3% fire / +16% acid / +11% all Changes resistances penetration: +20% blight Changes damage: +8% lightning / +7% physical / +11% acid / +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Morningreeve' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +19% lightning / +6% cold / +9% all Changes damage: +13% lightning / +6% temporal / +7% arcane / +9% light Mental save: +17 (+8 eff.) Maximum mana: +10.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Undeathnail' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +3% nature / +6% cold Changes damage: +9% lightning / +3% light / +6% nature A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Wretchquarry (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +10% nature Changes damage: +18% nature / +12% darkness Life regen: +4.00 Stamina each turn: +1.40 Maximum stamina: +27.00 Mindpower: +20 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding linen wizard hat of darkness (+7%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +7% lightning / +6% temporal / +15% darkness Changes damage: +10% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cured leather armour 'Swampbone' (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +6% acid / +15% nature Changes damage: +12% lightning / +9% nature Life regen: +5.10 Maximum life: +33.00 Healing mod.: +14% A suit of armour made of leather. |
12 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
43 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. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.iron pickaxe (dig speed 39 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
9 spinel0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 92.56 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 92.56 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
This item will automatically be transmogrified when you leave the level.Rimepall the brass lantern Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+7 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +3% physical / +3% all Changes damage: +6% cold / +9% physical Spell save: +6 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Alyhell'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% light / +3% temporal Changes damage: +3% mind Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+5 eff.) Mindpower: +5 (+2 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 9 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 20% 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. |
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 (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 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. |
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.high-capacity pouch of steel shots of vileness (57/57, 20-24 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 57 On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 24 Damage (Ranged): +5 blight When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Malymazor [power 2] (9/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Equilibrium when hit: +0.12 Maximum hate: +6.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Balochak' [power 116] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Mag / +1 Wil / +2 Cun / +4 Con Infravision radius: +1 It can be used to sting an enemy dealing 98 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 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. |
7 citrine0.00 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. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Miseriae the Higher Archmage level 17
8th Dusk 122nd year of Ascendancy at 02:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Miseriae the Higher Archmage level 10
3rd Mirth 122nd year of Ascendancy at 02:35 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Miseriae the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Miseriae the Higher Archmage level 6
76th Pyre 122nd year of Ascendancy at 18:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Miseriae the Higher Archmage level 15
5th Flare 122nd year of Ascendancy at 06:21 see stats
Log
Miseriae receives 56 healing from Temporal Restoration Field.
Burning from Voruwyn the midge swarm hits Miseriae for (30 teleported), 0 fire (0 total damage).
Burning from Voruwyn the midge swarm hits Voruwyn the midge swarm for 30 teleported damage.
Voruwyn the midge swarm's Shoot performs a ranged critical strike against Miseriae!
Miseriae teleports some damage to Voruwyn the midge swarm!
Voruwyn the midge swarm's Shoot hits Miseriae for (79 teleported), 0 physical, (4 absorbed), 0 lightning, (11 teleported), 0 mind, (2 teleported), 0 lightning, (6 absorbed), 0 fire, (75 absorbed), 0 nature (0 total damage).
Voruwyn the midge swarm's Shoot hits Voruwyn the midge swarm for 79 teleported, 11 teleported, 2 teleported (94 total damage).
Voruwyn the midge swarm's Shoot hits Miseriae for (62 absorbed), 0 physical, (4 absorbed), 0 lightning, (5 absorbed), 0 nature, (11 teleported), 0 mind (0 total damage).
Voruwyn the midge swarm's Shoot hits Voruwyn the midge swarm for 11 teleported damage.
Miseriae casts Lightning.
Miseriae hits Voruwyn the midge swarm for (11 flat reduction), 133 lightning (133 total damage).
Voruwyn the midge swarm shoots!
Your shield crumbles under the damage!
The shield around Miseriae crumbles.
Miseriae teleports some damage to Voruwyn the midge swarm!
Voruwyn the midge swarm's Shoot hits Miseriae for (45 absorbed), 9 physical, (4 teleported), 0 lightning, 11 mind (21 total damage).
Voruwyn the midge swarm's Shoot hits Voruwyn the midge swarm for 4 teleported damage.
Voruwyn the midge swarm's Shoot hits Miseriae for (60 teleported), 0 physical, (4 teleported), 0 lightning, (5 teleported), 0 nature, (11 teleported), 0 mind (0 total damage).
Voruwyn the midge swarm's Shoot hits Voruwyn the midge swarm for 60 teleported, 4 teleported, 5 teleported, 11 teleported (82 total damage).
Miseriae's arcane area effect hits Voruwyn the midge swarm for (11 flat reduction), 102 arcane (102 total damage).
Voruwyn the midge swarm shoots!
Miseriae receives 56 healing from Temporal Restoration Field.
Burning from Voruwyn the midge swarm hits Miseriae for 86 fire damage.
Miseriae the level 19 higher archmage was burnt to death by Voruwyn the midge swarm on level 2 of Old Forest.
Miseriae deactivates Shielding.
Miseriae deactivates Feather Wind.
Miseriae is no longer pinned.
The fabric of space around Miseriae stabilizes to normal.
Miseriae stops burning.

































































































