









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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 24 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Gloravena the saw horror at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 23:01 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 66 (base 54) |
| Willpower | 19 (base 13) |
| Cunning | 56 (base 47) |
Resources
| Life | -320/343 |
| Mana | 135/306 |
| Soul | 10/12 |
| Healing Factor | 1.3100003099961 |
| Regeneration | 2.4235005734929 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 35.308559597209 |
| See Invisible | 35.308559597209 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 15 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +22% |
| Darkness | +9% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Darkness | +30% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 52 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 52%( 70%) |
| Arcane | + 34%( 70%) |
| Mind | + 22%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 39%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Confusion Resistance | 63% |
| Silence Resistance | 82% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (4/4)
| 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 372 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: 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 71 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: 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 41 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: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.43 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 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. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 52. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed honey tree root. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 black mamba head. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | 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 within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Chamathad' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spell save: +9 (+3 eff.) Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +22% Psi when hit: +0.08 Maximum hate: +6.00 Maximum vim: +10.00 Spell crit. chance: +2% Mindpower: +15 (+6 eff.) A pair of boots made of leather. |
| Light source | brass lantern 'Flashsin'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% blight / +6% light 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. |
| On head | Cyrylaith the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% temporal / +3% darkness / +3% blight / +9% nature / +11% mind Mental save: +11 (+4 eff.) Silence immunity: +20% Confusion immunity: +22% Knockback immunity: +20% A cap made of leather. |
| Tool | ash totem of summon tentacle 'Zeroddarin' [power 180] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes stats: +5 Dex Critical mult.: +15.00% Confusion immunity: +20% It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 387 Base Damage: 218 Armor: 0 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | savior's gold ring of arcana (+0.15/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +11 (+4 eff.) Silence immunity: +21% Mana each turn: +0.15 Rings make your fingers look great! |
| Around waist | Mardelach the UmbrareeveInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +15% darkness Changes damage: +9% darkness Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
| In main hand | Penitence (111% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% physical Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Freezesquall (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +6 Damage when hit (Melee): 2 cold Changes stats: +2 Str Changes resistances: +3% nature Physical save: +12 (+6 eff.) Silence immunity: +20% Healing mod.: +20% 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 | 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. |
| Cloak | Anyyatar the Ashbender (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 fire Changes resistances: +6% light Changes resistances penetration: +15% darkness / +10% fire Changes damage: +3% fire Maximum life: +33.00 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 'Goragoldir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Dex / +5 Wil Changes resistances: +6% blight / +6% temporal / +11% light / +12% darkness Talent mastery: +0.13 Spell / Grave Mental save: +6 (+3 eff.) Blindness immunity: +26% Amulets make your neck look great! |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Prismatic Rune (6 turns; acid, physical, blight, arcane, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 blight, 3 arcane, 3 mind 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. |
grounding copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
Polovena the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +9 Wil / +9 Cun Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
SplendourveinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Defense: +15 (+7 eff.) Changes stats: +5 Str / +4 Con Changes resistances penetration: +10% physical Changes damage: +12% light Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.69 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
mule's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% acid Changes damage: +12% acid Maximum encumbrance: +27 Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
wizard's copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% light Changes damage: +10% light Spell save: +4 (+1 eff.) Rings make your fingers look great! |
wizard's steel ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +4 (+1 eff.) Rings make your fingers look great! |
GlebaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Str / +2 Mag / +2 Con Changes damage: +9% blight Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) Light radius: +1 A belt that goes around your waist. |
Heatwish (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +3 Con Changes resistances penetration: +10% fire Critical mult.: +10.00% Mana when firing critical spell: +2.00 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Animnir the Tundraprophet (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Str / +4 Con Changes resistances: +3% temporal Changes damage: +3% cold Reduces incoming crit damage: 5.00% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) See invisible: +6 A pair of boots made of leather. |
Gurakor the Dourshaper (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +7 Con Changes resistances: +10% lightning / +8% temporal / +6% darkness Changes resistances penetration: +20% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poxfear the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 50% Changes resistances: +9% nature / +13% light / +15% darkness Changes resistances penetration: +25% darkness / +25% nature A cap made of leather. |
linen wizard hat 'Lisubeth' (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+7 eff.) Defense: +16 (+8 eff.) Changes resistances: +5% lightning / +6% temporal / +3% fire Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Healing mod.: +5% A pointy cloth hat, very wizardly... |
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. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nightpeal the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Mag Changes resistances penetration: +25% darkness Changes damage: +6% nature Mental save: +5 (+2 eff.) Maximum mana: +20.00 Light radius: +3 See stealth: +6 See invisible: +7 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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 273/400. 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Désespoir the Higher Necromancer level 23
63rd Haze 122nd year of Ascendancy at 08:35 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Désespoir the Higher Necromancer level 13
79th Dusk 122nd year of Ascendancy at 01:03 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Désespoir the Higher Necromancer level 21
55th Haze 122nd year of Ascendancy at 17:50 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 Désespoir the Higher Necromancer level 23
63rd Haze 122nd year of Ascendancy at 07:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Désespoir the Higher Necromancer level 10
41st Dusk 122nd year of Ascendancy at 22:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Désespoir the Higher Necromancer level 20
30th Haze 122nd year of Ascendancy at 08:22 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Désespoir the Higher Necromancer level 23
3rd Allure 123rd year of Ascendancy at 00:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Désespoir the Higher Necromancer level 9
41st Dusk 122nd year of Ascendancy at 22:00 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Désespoir the Higher Necromancer level 23
2nd Allure 123rd year of Ascendancy at 21:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Désespoir the Higher Necromancer level 9
5th Dusk 122nd year of Ascendancy at 06:32 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Désespoir the Higher Necromancer level 23
63rd Haze 122nd year of Ascendancy at 08:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Désespoir the Higher Necromancer level 6
8th Mirth 122nd year of Ascendancy at 00:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Désespoir the Higher Necromancer level 17
19th Haze 122nd year of Ascendancy at 11:02 see stats
Log
Frost Cut from Désespoir hits Gloravena the saw horror for 24 cold damage.
Désespoir is recovering from the damage!
Désespoir is not crippled anymore.
Spikes of Decrepitude hits Gloravena the saw horror for 8 cold, 11 darkness (19 total damage).
Burning from Gloravena the saw horror hits Désespoir for 32 fire damage.
Gloravena the saw horror uses Pin Down.
Gloravena the saw horror's cleansing fire area effect hits Désespoir for 49 fire damage.
Gloravena the saw horror's cleansing fire area effect hits Gloravena the saw horror for 0 fire damage.
Désespoir casts Rune: Shatter Afflictions.
Désespoir stops burning.
A shield forms around Désespoir.
Désespoir casts Ghost Walk.
Désespoir's ghost walk fizzles!
Gloravena the saw horror uses Volley.
Your shield crumbles under the damage!
The shield around Désespoir crumbles.
Désespoir is pinned to the ground.
Désespoir HEALS from physical damage!
Gloravena the saw horror's Volley hits Désespoir for (41 absorbed), 119 physical, 63 healing, 20 cold (140 total damage) [63 healing].
Gloravena the saw horror's Pin Down hits Désespoir for 177 physical, 69 healing, 20 cold (197 total damage) [69 healing].
Frost Cut from Désespoir hits Gloravena the saw horror for 24 cold damage.
Gloravena the saw horror casts Flame.
Désespoir is on fire!
Gloravena the saw horror hits Désespoir for 153 fire damage.
Spikes of Decrepitude hits Gloravena the saw horror for 7 cold, 9 darkness (16 total damage).
Burning from Gloravena the saw horror hits Désespoir for 51 fire damage.
Gloravena the saw horror's cleansing fire area effect hits Désespoir for 46 fire damage.
Gloravena the saw horror's cleansing fire area effect hits Gloravena the saw horror for 0 fire damage.
Désespoir the level 24 higher necromancer was fried to death by Gloravena the saw horror on level 1 of Yiilkgur, the Sher'Tul Fortress.

























































































