









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 27 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Salywen the assassin at level 27 on the 5th Haze 122nd year of Ascendancy at 07:59 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 31 (base 10) |
| Constitution | 43 (base 38) |
| Magic | 105 (base 58) |
| Willpower | 51 (base 21) |
| Cunning | 44 (base 13) |
Resources
| Life | 514/514 |
| Mana | 427/487 |
| Soul | 16/16 |
| Healing Factor | 1.3897742564935 |
| Regeneration | 8.6860891030842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 12 |
| Infravision | 11 |
| See Stealth | 41.719706428051 |
| See Invisible | 63.719706428051 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 31 |
| Crit Chance | 20% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +56% |
| Temporal | +8% |
| Mind | +15% |
| Arcane | +3% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +25% |
| Cold | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 22 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 60 |
| Mental Save | 50 |
Defense: Resistances
| Arcane | + 38%( 70%) |
| Cold | + 64%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 64%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 25%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Knockback Resistance | 19% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 51% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 625 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 73 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You failed to protect the lone alchemist from death by Gitira the large white snake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 Wrathroot. * 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 |
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 |
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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. 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 pouch of luminous horror dust. * You've found the needed vial of squid ink. * You've found the needed xorn fragment. | 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 within | active |
Equipment
| On feet | pair of hardened leather boots 'Zanugamas' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +6 Lck / +5 Dex Changes resistances: +6% mind / +6% temporal Stealth bonus: +8 Life regen: +4.00 Stamina each turn: +0.30 Maximum life: +30.00 Movement speed: +10% Healing mod.: +15% A pair of boots made of leather. |
| Light source | Shinetrial the alchemist's lampPowered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +1 Str / +10 Mag Only die when reaching: -60.00 life Spellpower: +15 (+4 eff.) Light radius: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emema the Glacierpiety (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 light / 6 cold Changes stats: +3 Str / +4 Wil Changes resistances: +6% physical / +6% light / +9% cold Changes resistances penetration: +15% darkness Changes damage: +12% darkness Physical save: +6 (+3 eff.) A cap made of leather. |
| Tool | ash wand of shielding 'Frozensweeper' [power 170] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +3% cold Physical save: +3 (+1 eff.) Life regen: +2.00 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 23% for 2 turns. * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil / +6 Mag Blindness immunity: +36% Spellpower: +8 (+2 eff.) Infravision radius: +4 See stealth: +10 See invisible: +17 Rings make your fingers look great! |
| Around waist | GrinymakathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +7 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +6 See invisible: +15 A belt that goes around your waist. |
| In main hand | blighted elven-wood starstaff of fate (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 damage: +25% darkness Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Vim when firing critical spell: +3.00 Maximum vim: +16.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Frigidstone (14 def, 10 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +10 Dex / +5 Mag / +6 Wil / +12 Cun Changes resistances: +19% fire / +5% arcane / +9% cold Changes resistances penetration: +5% cold Changes damage: +3% arcane / +15% cold Maximum life: +37.00 A suit of armour made of leather. |
| Cloak | Corruptionidol (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Armour: +8 Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% nature / +15% cold Changes damage: +9% mind Critical mult.: +13.00% Stealth bonus: +8 Physical save: +8 (+4 eff.) Mental save: +9 (+3 eff.) Psi when hit: +0.16 Maximum life: +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Lorynik'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +5 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +1 Dex / +6 Lck / +2 Con Changes resistances: +14% temporal Changes resistances penetration: +5% physical Changes damage: +6% mind Talent mastery: +0.16 Spell / Eradication Pinning immunity: +20% Knockback immunity: +20% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.shielding rune of the titan (absorb 231; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 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 231 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. |
Cuthizor the HellsburstCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 41% Changes stats: +5 Str / +5 Con Changes resistances: +12% fire Changes resistances penetration: +15% mind Changes damage: +9% acid / +3% mind Equilibrium when hit: +0.04 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Blackspar the dwarven-steel dagger (14-18 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 20% Damage (Melee): +20 mind Damage (radius 2) on crit: +8 nature When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +6% mind Changes damage: +12% mind Critical mult.: +21.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger of shearing (12-16 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +6% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Xerukira the cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +2.0% Physical power: +7 (+4 eff.) Ammo reloads per turn: +4 Effects on ranged hit: * 20% chance to reduce armor by 41% Changes stats: +3 Str Stamina each turn: +3.00 Maximum stamina: +30.00 Slings are used to hurl stones or metal shots at your foes. |
Emelikira (6 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Defense: +6 (+2 eff.) Changes stats: +9 Dex Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% 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. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 42% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shiversnake the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 cold Changes stats: +8 Str / +6 Dex / +1 Wil Changes resistances: +6% mind Changes damage: +9% mind 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 57.6 Physical damage. If the attack hits, the target is confused (34% 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 cap made of leather. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of yew arrows (40/40, 39-54 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 39.0 - 54.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 40 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
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 64 power out of 75/75. 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. |
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. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Doof the Higher Necromancer level 23
56th Dusk 122nd year of Ascendancy at 04:05 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doof the Higher Necromancer level 26
59th Dusk 122nd year of Ascendancy at 17:59 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doof the Higher Necromancer level 23
41st Dusk 122nd year of Ascendancy at 22:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Doof the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 10:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Doof the Higher Necromancer level 20
36th Dusk 122nd year of Ascendancy at 06:59 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Doof the Lich Necromancer level 27
5th Haze 122nd year of Ascendancy at 07:59 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Doof the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 13:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Doof the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 02:34 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Doof the Higher Necromancer level 26
59th Dusk 122nd year of Ascendancy at 02:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Doof the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 21:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Doof the Higher Necromancer level 23
42nd Dusk 122nd year of Ascendancy at 02:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doof the Higher Necromancer level 16
26th Dusk 122nd year of Ascendancy at 12:08 see stats
Log
Ghoul slows down.
Burning from Salywen the assassin hits Ghoul for 37 fire damage.
Burning from Salywen the assassin hits Doof for 28 fire damage.
Spikes of Decrepitude hits Salywen the assassin for 12 cold, 15 darkness (28 total damage).
Spikes of Decrepitude hits Red ooze for 22 cold, 20 darkness (43 total damage).
Spikes of Decrepitude hits Giant fire ant for 14 cold, 20 darkness (35 total damage).
Salywen the assassin's aura of power vanishes.
Ghoul misses Salywen the assassin.
Burning from Salywen the assassin hits Ghoul for 32 fire damage.
Burning from Salywen the assassin hits Doof for 23 fire damage.
Spikes of Decrepitude hits Salywen the assassin for 21 cold, 24 darkness (45 total damage).
Salywen the assassin uses Dual Strike.
Salywen the assassin performs a melee critical strike against Doof!
Doof is stunned!
Doof deactivates Utterly Destroyed.
Doof deactivates Grim Shadow.
Doof has finished recovering.
Doof deactivates Aura of Undeath.
Doof is not stunned anymore.
Doof deactivates Reaping.
Doof deactivates Spikes of Decrepitude.
Doof is less vulnerable.
Doof rearms.
Doof stops burning.
Doof deactivates Chant of Fortitude.
Doof deactivates Erupting Shadows.
New Achievement: Lichform (Insane (Roguelike) difficulty)!
Saving game...







































































































