










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 31 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Emelirin the elven tempest at level 31 on the 57th Haze 122nd year of Ascendancy at 08:05 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 71 (base 60) |
| Willpower | 19 (base 13) |
| Cunning | 65 (base 56) |
Resources
| Life | -324/433 |
| Mana | 90/355 |
| Soul | 5/12 |
| Healing Factor | 1.1524166372473 |
| Regeneration | 2.5929374338064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 37.637072247758 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 27 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Physical | +18% |
| Darkness | +27% |
| Blight | +18% |
| Arcane | +15% |
| Fire | +34% |
| All | +12% |
Offense: Damage Penetration
| Arcane | +25% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (35.65183292883%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 49 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 57%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 45%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 60%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 64%( 70%) |
| Fire | + 70%( 70%) |
| Darkness | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 4 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 52 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+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. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' 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 ice ant stinger. * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 dwarven-steel boots 'Gydheyatira' (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+13 eff.) Armour: +4 Defense: +15 (+8 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +12% blight Changes resistances penetration: +10% physical Physical save: +14 (+7 eff.) Mental save: +13 (+5 eff.) Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Unlightworm'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +25% arcane Changes damage: +15% darkness Critical mult.: +20.00% Spellpower: +30 (+7 eff.) Light radius: +7 Damage Shield penetration: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Torelin' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% acid / +1% physical / +6% temporal / +6% cold / +6% fire / +5% arcane / +6% lightning Life regen: +2.00 Maximum life: +60.00 A cap made of leather. |
| Tool | cleansing ash wand of shielding [power 206] (8/12 cooldown) =escort=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Xudhenor'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes resistances: +26% acid / +9% temporal Changes damage: +13% acid Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life Healing mod.: +5% Rings make your fingers look great! |
| On fingers | HalurionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% lightning / +28% fire / +5% arcane Changes damage: +11% fire Infravision radius: +2 Rings make your fingers look great! |
| Around waist | Eilinulraldabeth the ShadowmistressPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes resistances: +6% darkness Changes damage: +6% blight Maximum encumbrance: +44 Spell save: +12 (+4 eff.) Vim when firing critical spell: +2.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
| In main hand | Penitence (15-18 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. Base power: 15.0 - 18.0 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 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 6 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 | Giligen the Torchwing (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 10 fire Changes stats: +3 Con Changes resistances: +25% fire Changes damage: +3% arcane / +11% fire Physical save: +18 (+9 eff.) Spell save: +3 (+1 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +25% Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | cashmere cloak 'Oaktickler' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 nature Changes resistances: +18% lightning / +3% fire / +9% cold Changes damage: +6% physical Spell save: +8 (+3 eff.) Mental save: +10 (+4 eff.) Disease immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
shielding rune of the wizard (absorb 392; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 392 damage for 4 turns. Its effects scale with your Magic 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. |
clarifying copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
mindweaver's steel amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +2 Wil Mental save: +6 (+2 eff.) Confusion immunity: +12% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
PhoenixripperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +6 Changes stats: +2 Con Changes resistances: +3% fire Life regen: +7.00 Maximum life: +46.00 Maximum stamina: +20.00 Healing mod.: +10% Rings make your fingers look great! |
Zubumiwyn =5 CON=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+5 eff.) Changes stats: +5 Str / +4 Dex / +5 Con Silence immunity: +32% Disarm immunity: +26% Pinning immunity: +30% Knockback immunity: +24% Mana each turn: +0.11 Maximum life: +20.00 Infravision radius: +2 See invisible: +6 Rings make your fingers look great! |
steel ring 'Blindpride' =6 CON=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+5 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +3% blight / +5% arcane / +12% light Changes resistances penetration: +15% nature Changes damage: +3% darkness Rings make your fingers look great! |
Adoda the ash magestaff (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +6 (+4 eff.) Defense: +5 (+3 eff.) Changes resistances: +6% darkness / +7% temporal Changes resistances penetration: +15% physical Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Defense after a teleport: +9 Resist all after a teleport: +9% New effects duration reduction after a teleport: +7% Staves designed for wielders of magic, by the greats of the art. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+9 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 600 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Brodysus the Flashbile =24 LIT=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +24% lightning / +6% fire / +6% cold Changes resistances penetration: +5% fire Changes damage: +3% lightning / +6% fire A belt that goes around your waist. |
Relgilin the hardened leather belt =9 con=Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+5 eff.) Fatigue: -6% Changes stats: +6 Str / +4 Wil / +9 Con Maximum encumbrance: +29 Physical save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Mindpower: +6 (+3 eff.) Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
Tundrastar the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +8 Mag Changes resistances: +15% cold Changes resistances penetration: +20% cold Critical mult.: +20.00% Mana each turn: +0.38 Maximum mana: +37.00 A belt that goes around your waist. |
Coalclamor (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes resistances: +9% temporal / +13% light / +3% blight / +15% fire / +9% darkness Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 40.59 to 50.74 physical damage (based on Willpower and Cunning) with knockback Activation costs 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
focusing cashmere robe of the mountain (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +11% all / +16% physical Changes damage: +16% physical Mana each turn: +0.21 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Getigar' (0 def, 0 armour) =URKIS=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +33% lightning / +15% cold / +9% blight / +9% all Changes damage: +22% lightning / +10% cold / +6% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazereeve the pair of rough leather boots (5 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Damage when hit (Melee): 2 lightning Spell save: +6 (+2 eff.) Only die when reaching: -80.00 life Infravision radius: +1 A pair of boots made of leather. |
Voidstalker the pair of rough leather boots (0 def, 3 armour) =4/1=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 darkness Changes stats: +4 Str / +1 Dex / +1 Cun Changes resistances: +3% nature Reduces incoming crit damage: 10.00% Infravision radius: +2 A pair of boots made of leather. |
Strikerain (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +3% acid / +6% fire / +3% cold / +9% lightning Changes resistances penetration: +20% lightning / +10% cold Changes damage: +9% lightning / +4% fire 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. |
dwarven-steel gauntlets 'Arthatokan' (0 def, 11 armour) =+10 CON=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +11 Armour Hardiness: +8% Fatigue: +3% Changes stats: +9 Str / +5 Mag / +10 Con Changes resistances: +6% acid / +6% physical / +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 (+2 eff.) Maximum life: +40.00 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. |
155 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
MagmasweeperInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +3% mind / +9% fire Physical save: +6 (+3 eff.) Light radius: +6 Healing mod.: +10% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 592.28 fire damage (based on Magic) Activation costs 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)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 122 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. |
Arewe the Strikehue [power 165] (8/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +15% cold / +20% acid It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 195 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Heal for 39. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Elilewe' [power 1] (8/15 cooldown) =silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% blight Physical save: +9 (+5 eff.) Mental save: +3 (+1 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 32. Torques are made by powerful psionics to store psionic powers. |
2 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. |
elm wand of shielding 'Porirekira' [power 122] (8/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +9% nature / +2% physical Cut immunity: +10% Teleport immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of shielding [power 182] (8/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * 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. |
6 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. |
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. |
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
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Brian the Cornac Necromancer level 30
53rd Haze 122nd year of Ascendancy at 05:43 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Brian the Cornac Necromancer level 30
56th Haze 122nd year of Ascendancy at 10:31 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Brian the Cornac Necromancer level 24
41st Haze 122nd year of Ascendancy at 22:43 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brian the Cornac Necromancer level 9
5th Flare 122nd year of Ascendancy at 04:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Brian the Cornac Necromancer level 23
58th Dusk 122nd year of Ascendancy at 00:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Brian the Cornac Necromancer level 10
3rd Dusk 122nd year of Ascendancy at 20:52 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Brian the Cornac Necromancer level 20
51st Dusk 122nd year of Ascendancy at 04:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Brian the Cornac Necromancer level 30
52nd Haze 122nd year of Ascendancy at 19:17 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Brian the Cornac Necromancer level 23
73rd Dusk 122nd year of Ascendancy at 21:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Brian the Cornac Necromancer level 26
47th Haze 122nd year of Ascendancy at 19:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Brian the Cornac Necromancer level 8
9th Mirth 122nd year of Ascendancy at 19:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Brian the Cornac Necromancer level 14
17th Dusk 122nd year of Ascendancy at 16:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Brian the Cornac Necromancer level 23
58th Dusk 122nd year of Ascendancy at 01:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brian the Cornac Necromancer level 17
34th Dusk 122nd year of Ascendancy at 13:59 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brian the Cornac Necromancer level 29
52nd Haze 122nd year of Ascendancy at 10:26 see stats
Log
Heavy bone giant shatters!
Brian resists the dream forge!
Brian resists the terror!
Emelirin the elven tempest performs a melee critical strike against Skeleton master archer!
Skeleton master archer is not dazed anymore.
Skeleton master archer is dazed!
Brian HEALS from physical damage!
Emelirin the elven tempest converts some damage to Psi!
Melee retaliation hits Emelirin the elven tempest for (3 resonance), 1 to psi, 1 nature, (8 resonance), 3 to psi, 3 arcane (8 total damage).
Melee retaliation hits Emelirin the elven tempest for (137 resonance), 46 to psi, 55 physical (101 total damage).
Emelirin the elven tempest hits Brian for 122 mind, 24 fire, 6 mind, 1 fire (153 total damage).
Emelirin the elven tempest hits Heavy bone giant for 263 physical damage.
Emelirin the elven tempest hits Skeleton master archer for 122 mind, 42 fire, 12 mind, 4 fire (180 total damage).
Xerekira the elven mage's Earthen Missiles hits Brian for 41 physical, 23 healing, 7 physical, 4 healing (48 total damage) [27 healing].
Xerekira the elven mage's Earthen Missiles hits Brian for 23 physical, 13 healing, 4 physical, 2 healing (27 total damage) [15 healing].
Xerekira the elven mage's Earthen Missiles hits Brian for 20 physical, 11 healing, 3 physical, 2 healing (23 total damage) [13 healing].
Melee retaliation hits Emelirin the elven tempest for (5 resonance), 2 to psi, 2 blight, (69 resonance), 23 to psi, 27 physical (54 total damage).
Golem (servant of Velaseba the ogre mauler) is not dazed anymore.
Emelirin the elven tempest's spell attains critical power!
Emelirin the elven tempest killed Heavy bone giant!
Emelirin the elven tempest converts some damage to Psi!
Decrepitude Disease from Elven blood mage hits Xerekira the elven mage for 43 blight damage.
Bleeding from Brian hits Emelirin the elven tempest for (32 resonance), 11 to psi, 13 physical (23 total damage).
Bleeding from Brian hits Ogre rune-spinner for 78 physical damage.
Bleeding from Brian hits Golem (servant of Velaseba the ogre mauler) for 78 physical damage.
Bleeding from Brian hits Xerekira the elven mage for 30 physical damage.
Emelirin the elven tempest receives 6 healing (9 psi heal).
Thunderstorm hits Brian for 18 lightning, 11 lightning (29 total damage).
Thunderstorm hits Skeleton master archer for 30 lightning, 17 lightning (47 total damage).
Brian the level 31 cornac necromancer was electrocuted to death by Emelirin the elven tempest on level 2 of Dark crypt.











































































































