










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! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Higher |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 30 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Siluyamina the corrupted acidic digestor at level 30 on the 50th Haze 122nd year of Ascendancy at 07:49 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 95 (base 60) |
| Willpower | 65 (base 49) |
| Cunning | 38 (base 23) |
Resources
| Life | -113/414 |
| Mana | 329/698 |
| Positive | 117/137 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 0.26150778048543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 29.641450861483 |
| See Invisible | 41.641450861482 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 21 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Acid | +6% |
| Light | +49% |
| Cold | +23% |
| Mind | +18% |
| Arcane | +6% |
| Fire | +27% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Temporal | +12% |
| Blight | +10% |
| Arcane | +45% |
| Mind | +25% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 53 |
| Mental Save | 40 |
Defense: Resistances
| Arcane | + 21%( 70%) |
| Mind | + 30%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 44%( 70%) |
| Fire | + 31%( 70%) |
| Darkness | + 25%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 990% for 10 turns (61 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of bone giant dust. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Emelolaith (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil Changes resistances: +14% temporal / +6% light / +6% fire / +18% darkness / +1% physical Changes resistances penetration: +15% darkness / +12% temporal Spell save: +9 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +16.00 Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
| Light source | Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 60 power out of 70/70) : Effective talent level: 2.0 Power cost: 60 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 42.02 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. |
| On head | Galebone (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Dex / +5 Mag / +6 Wil / +5 Con Changes resistances penetration: +15% lightning / +25% mind Changes damage: +9% mind Physical save: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
| Tool | Frozendream [power 464] (16/17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% mind / +6% cold Changes damage: +3% mind / +3% cold It can be used to create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 70. * Reduce 1 talent cooldowns by 2. * Gain a 21% 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 | warrior's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
| On fingers | rogue's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
| Around waist | DaimebersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Cun / +2 Dex Changes resistances: +10% lightning / +10% temporal Reduces incoming crit damage: 10.00% Mana each turn: +0.12 Spell crit. chance: +4% See invisible: +12 A belt that goes around your waist. |
| In main hand | ash starstaff 'Zagar' (15-18 power, 3 apr, light 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +4 Mag Changes resistances penetration: +20% arcane Changes damage: +15% light Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Maximum mana: +100.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +15% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Gleamwisp' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Damage when hit (Melee): 10 light Changes stats: +2 Mag Changes resistances penetration: +25% arcane / +10% blight Changes damage: +6% light Physical save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +8% 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. |
| Main armor | Kilnenvy the woollen robe (3 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 fire Changes resistances: +21% cold / +18% fire / +9% all Changes damage: +21% fire / +3% light / +14% cold Physical save: +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Dawnravage (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +4 Cun / +4 Wil Changes resistances: +3% mind / +12% cold Changes damage: +15% light / +6% mind Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Droregodil the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% mind Critical mult.: +10.00% Physical save: +11 (+5 eff.) Spell save: +21 (+7 eff.) Mental save: +19 (+7 eff.) Confusion immunity: +30% Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Inventory
Rune of the Rift (410.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 410.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Ivelle the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +12% fire / +12% cold / +25% darkness / +24% light Changes resistances penetration: +15% mind Mental save: +6 (+2 eff.) Blindness immunity: +42% Amulets make your neck look great! |
steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +27.00 Amulets make your neck look great! |
Arechik the NimbusquickInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Changes resistances: +30% acid / +3% lightning / +18% blight Changes damage: +12% acid Rings make your fingers look great! |
copper ring 'Branoyarain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes resistances: +5% arcane Changes damage: +3% blight / +24% arcane Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
mule's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +23 Rings make your fingers look great! |
psionicist's copper ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +2.00 Rings make your fingers look great! |
Chillterror the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% acid / +3% cold Changes resistances penetration: +5% cold Physical save: +9 (+4 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +5% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Suncutter' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 acid Changes resistances: +15% fire / +12% cold Changes resistances penetration: +5% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+7 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+4 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
pair of rough leather boots 'Ivalekira' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +4 Str Changes damage: +3% physical Spell save: +3 (+1 eff.) Light radius: +2 Infravision radius: +1 See invisible: +9 A pair of boots made of leather. |
pair of rough leather boots 'Phoenixumbra' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Maximum encumbrance: +22 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
Dimtorrent the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): 8 darkness Changes stats: +1 Dex Changes resistances: +8% darkness Changes damage: +6% darkness Light radius: +3 See invisible: +3 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. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 64.10 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Belessra (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+8 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +5 Mag / +5 Wil / +3 Cun Changes damage: +10% blight / +11% arcane Critical mult.: +20.00% Equilibrium when hit: +0.12 Spell crit. chance: +1% A cap made of leather. |
Corruptionwither (1 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+0 eff.) Damage when hit (Melee): 6 acid / 4 nature Changes resistances: +3% darkness / +16% cold Changes damage: +3% nature / +11% cold Poison immunity: +10% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
Glorussra (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Changes resistances: +25% acid / +6% blight / +12% light / +5% arcane Changes damage: +11% acid A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Alovor' (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +1 Dex Changes resistances: +8% lightning / +7% temporal / +6% mind / +27% acid Maximum life: +40.00 Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Brandblood' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Dex Changes resistances: +3% fire / +10% light / +11% darkness A cap made of leather. |
rough leather cap 'Chamithel' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +1% Life regen: +2.00 Infravision radius: +1 Healing mod.: +15% A cap made of leather. |
7 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. |
679 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. |
2 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. |
16 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Searswift the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% fire / +6% darkness / +6% nature Changes resistances penetration: +5% fire Changes damage: +6% nature / +3% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Dimbone' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane / 2 darkness Changes stats: +1 Str Changes damage: +3% arcane Mana when firing critical spell: +1.00 Maximum life: +21.00 Maximum mana: +60.00 Maximum stamina: +17.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
AbyssbrightInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +15% lightning / +3% nature Changes damage: +9% mind / +3% fire Physical save: +7 (+4 eff.) Stun/Freeze immunity: +20% Light radius: +4 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
Hettomnir the ScaldknavePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% light / +9% temporal Changes resistances penetration: +5% fire Changes damage: +15% darkness Damage affinity(heal): +10% darkness Mental save: +9 (+3 eff.) Light radius: +5 Infravision radius: +7 See stealth: +11 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 152.88 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Galehue the elm totem of thorny skin [power 17] (16/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +1 Changes damage: +3% lightning / +6% physical Critical mult.: +10.00% It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Nimbussnake the elm totem of stinging [power 110] (16/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+8 eff.) Changes resistances: +2% physical Changes damage: +3% lightning It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
10 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. |
8 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By The Thaumaturgeon the Higher Archmage level 21
53rd Dusk 122nd year of Ascendancy at 11:11 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Thaumaturgeon the Higher Archmage level 18
27th Dusk 122nd year of Ascendancy at 06:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By The Thaumaturgeon the Higher Archmage level 25
18th Haze 122nd year of Ascendancy at 10:24 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By The Thaumaturgeon the Higher Archmage level 28
27th Haze 122nd year of Ascendancy at 07:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Thaumaturgeon the Higher Archmage level 10
1st Mirth 122nd year of Ascendancy at 19:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By The Thaumaturgeon the Higher Archmage level 20
51st Dusk 122nd year of Ascendancy at 06:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By The Thaumaturgeon the Higher Archmage level 30
45th Haze 122nd year of Ascendancy at 16:01 see stats
Matrix style! (Insane (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By The Thaumaturgeon the Higher Archmage level 5
74th Pyre 122nd year of Ascendancy at 19:13 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By The Thaumaturgeon the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By The Thaumaturgeon the Higher Archmage level 28
33rd Haze 122nd year of Ascendancy at 21:17 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By The Thaumaturgeon the Higher Archmage level 28
36th Haze 122nd year of Ascendancy at 03:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Thaumaturgeon the Higher Archmage level 10
1st Mirth 122nd year of Ascendancy at 19:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By The Thaumaturgeon the Higher Archmage level 23
12nd Haze 122nd year of Ascendancy at 08:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Thaumaturgeon the Higher Archmage level 14
9th Mirth 122nd year of Ascendancy at 04:19 see stats
Log
Melee retaliation hits Globeth the corrupted acidic digestor for 35 light, 6 fire, 2 arcane, 35 light, 6 fire, 2 arcane (85 total damage).
Globeth the corrupted acidic digestor hits The Thaumaturgeon for 106 physical, 20 blight, 89 darkness (214 total damage).
Worm that walks (servant of Globeth the corrupted acidic digestor) deactivates Worm that Walks Link.
Corrupted protoplasmic controller's Acidfire cloud hits The Thaumaturgeon for (31 ignored), 0 acid (0 total damage).
Globeth the corrupted acidic digestor shares damage with his oozes!
Siluyamina the corrupted acidic digestor shares damage with his oozes!
Burning from The Thaumaturgeon hits Globeth the corrupted acidic digestor for 35 fire damage.
Burning from The Thaumaturgeon hits Siluyamina the corrupted acidic digestor for 35 fire damage.
The Thaumaturgeon activates his Frozendream!
A shield forms around The Thaumaturgeon.
The Thaumaturgeon receives 38 healing.
Worm that walks (servant of Globeth the corrupted acidic digestor) activates Worm that Walks Link.
Worm that walks (servant of Globeth the corrupted acidic digestor) shoves Bloated ooze aside.
Talent Manathrust is ready to use.
Talent Flame is ready to use.
The Thaumaturgeon receives 36 healing from Temporal Restoration Field.
Deep Wound from Siluyamina the corrupted acidic digestor hits The Thaumaturgeon for (51 absorbed), 0 physical (0 total damage).
Siluyamina the corrupted acidic digestor uses Dual Strike.
Siluyamina the corrupted acidic digestor performs a melee critical strike against The Thaumaturgeon!
The Thaumaturgeon is stunned!
Your shield crumbles under the damage!
The shield around The Thaumaturgeon crumbles.
Greater Weapon Focus from Siluyamina the corrupted acidic digestor performs a melee critical strike against The Thaumaturgeon!
Siluyamina the corrupted acidic digestor shares damage with his oozes!
Melee retaliation hits Siluyamina the corrupted acidic digestor for 11 light, 2 fire, 1 arcane, 11 light, 2 fire, 1 arcane, 5 light, 1 fire, 0 arcane, 5 light, 1 fire, 0 arcane (39 total damage).
Greater Weapon Focus from Siluyamina the corrupted acidic digestor hits The Thaumaturgeon for (199 absorbed), 0 physical, 368 physical (368 total damage).
Siluyamina the corrupted acidic digestor hits The Thaumaturgeon for (288 absorbed), 0 physical, (184 absorbed), (78 ignored), 0 physical (0 total damage).
The Thaumaturgeon the level 30 higher archmage was raked to death by Siluyamina the corrupted acidic digestor on level 1 of The Godfeaster.
Siluyamina the corrupted acidic digestor prepares for the next kill!











































































































