










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 31 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Polodheth the whitehoof maulotaur at level 31 on the 33rd Regrowth 123rd year of Ascendancy at 04:11 / 1 |
Primary Stats
| Strength | 44 (base 12) |
| Dexterity | 33 (base 12) |
| Constitution | 41 (base 12) |
| Magic | 70 (base 60) |
| Willpower | 28 (base 12) |
| Cunning | 81 (base 60) |
Resources
| Mana | 282/295 |
| Psi | 99/118 |
| Vim | 160/160 |
| Life | -231/895 |
| Stamina | 220/220 |
| Paradox | 287 |
| Healing Factor | 1.2203791469195 |
| Regeneration | 39.763724178072 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +75.294117647059% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 33.47451237953 |
| See Invisible | 40.47451237953 |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 59 |
| Crit Chance | 78% |
| APR | 16 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 59 |
| Crit Chance | 76% |
| APR | 21 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| Darkness | +29% |
| Light | +19% |
| Nature | +20% |
| Fire | +18% |
| Arcane | +11% |
| Cold | +17% |
| All | +8% |
Offense: Damage Penetration
| Physical | +13% |
| All | 0% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 61.352908016659 (95%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 13 |
| Physical Save | 42 |
| Spell Save | 42 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 27%( 70%) |
| Physical | + 24%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | -14%( 70%) |
| Fire | + 36%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 92% |
| Confusion Resistance | 6% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 22% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 117 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 Cunning stat. |
Class Talents
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Infestation |
| talent | Chant of Fortress |
| talent | Elemental Discord |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Premonition |
| talent | Matter Weaving |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 65.22 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 21% and slowing it by -6% Overwhelming Fear |
| detrimental effect | The target is starting to get mad (3 stacks), reducing mind damage resistance by 18%, mental save by 15, confusion resistance by 12%, generating 1.5 insanity per turn. Lost in a weird place |
| beneficial effect | The target has 30 increased life regeneration. Recovery |
| detrimental effect | Damage received in the past is returned as 148.47 paradox damage per turn. Reality Smearing |
| detrimental effect | This character's flames are feeding the source, healing them for 3 per turn and giving them 2 vim. Devouring flames |
| beneficial effect | Reduces fire damage received by 17%. Premonition Shield |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Arawe the fox. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Saluta the wolf. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 44. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of faeros ash. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 honey tree root. * You've found the needed bloated horror heart. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 within20 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | truestriking stralite greatsword of evisceration (158% power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 Power: 158% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +12 Physical crit. chance: +14.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +13% physical Massive two-handed swords. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
| Light source | watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% darkness Changes damage: +5% light Damage affinity(heal): +5% light Blindness immunity: +22% Confusion immunity: +18% Light radius: +9 See stealth: +10 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cobrafurnace the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Mag / +4 Wil Changes resistances: +10% physical / +8% darkness / +6% cold Changes resistances penetration: +15% nature Changes damage: +10% physical / +11% darkness / +9% cold Maximum hate: +6.00 Spellpower: +4 (+1 eff.) Mindpower: +7 (+3 eff.) Mental crit. chance: +3% Infravision radius: +6 See stealth: +5 See invisible: +9 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 45% and attempts to push all creatures other than yourself out of its radius, inflicting 8.54 light damage and 9.25 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On feet | Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 6% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (70 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (119 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Tool | StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +5 Cun Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
| On fingers | WilddeathPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +4 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +2 Cun Changes damage: +12% nature Stun/Freeze immunity: +27% Life regen: +2.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (152). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | Punae's Blade (157% power, 4 apr)Requires: - Magic 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+11 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| Around waist | Korohell the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +7 Dex / +6 Wil / +5 Cun Changes resistances: +5% arcane / +9% fire Damage against: +29% Summoned Reduced damage from: +17% Summoned Mental save: +9 (+3 eff.) A belt that goes around your waist. |
| In off hand | enhanced stralite dagger (138% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 95% Mag, 27% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +3 Dex / +3 Mag / +6 Wil / +5 Cun / +7 Con Sharp, short and deadly. |
| Cloak | linen cloak 'Startooth' (16 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +6% lightning Changes damage: +3% arcane / +6% light Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Only die when reaching: -20.00 life Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuthuvon the stralite mail armour (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 26 Changes stats: +10 Str / +4 Con Changes resistances: +3% mind / +6% physical / +13% darkness / +7% arcane Spell save: +12 (+4 eff.) Maximum life: +36.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
blink rune of the titan (range 6; phase 18; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 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: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 18; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
shatter afflictions rune of the psychic (absorb 51; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 51 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 Willpower 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. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 423.51 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Aramira the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +3 Dex Reduces incoming crit damage: 5.00% Silence immunity: +21% Mana each turn: +0.12 Light radius: +1 Infravision radius: +3 Rings can have magical properties. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 95% Mag, 33% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Sileriann the Scorchtitan (129% power, 2 apr)Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +8 fire When wielded/worn: Changes stats: +9 Str / +6 Dex / +9 Mag / +9 Wil / +9 Cun / +9 Con Changes resistances: +6% blight / +12% fire / +6% light / +12% temporal Massive two-handed swords. |
Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
enhanced stralite longsword (144% power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +7 Dex / +4 Mag / +7 Wil / +7 Cun / +4 Con Sharp, long, and deadly. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Samutontir the Rainschism (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: +2 Str / +3 Con Changes resistances: +12% lightning / +18% temporal / +15% darkness / +6% cold Changes resistances penetration: +14% temporal / +13% darkness / +15% cold Spellpower: +7 (+2 eff.) Defense after a teleport: +12 Resist all after a teleport: +13% New effects duration reduction after a teleport: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Nimbusbright the rough leather hat (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% cold Changes resistances penetration: +20% lightning / +5% cold / +20% fire Changes damage: +12% lightning Allows you to breathe in: water A hat made of leather. Very stylish. |
hardened leather cap of sanctity (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% blight / +7% darkness Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glarestalker the ash totem of healing [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Dex / +5 Con Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Immortality the Ghoul Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 12:59 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Immortality the Ghoul Adventurer level 22
2nd Wintertide 123rd year of Ascendancy at 01:58 see stats
Best album ever! (Insane (Roguelike) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By Immortality the Ghoul Adventurer level 22
1st Regrowth 123rd year of Ascendancy at 22:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Immortality the Ghoul Adventurer level 7
1st Haze 122nd year of Ascendancy at 14:04 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Immortality the Ghoul Adventurer level 30
32nd Regrowth 123rd year of Ascendancy at 09:46 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Immortality the Ghoul Adventurer level 28
21st Regrowth 123rd year of Ascendancy at 07:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Immortality the Ghoul Adventurer level 22
3rd Decay 122nd year of Ascendancy at 04:08 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Immortality the Ghoul Adventurer level 28
22nd Regrowth 123rd year of Ascendancy at 04:53 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 Immortality the Ghoul Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 12:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Immortality the Ghoul Adventurer level 10
11st Haze 122nd year of Ascendancy at 20:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Immortality the Ghoul Adventurer level 20
72nd Haze 122nd year of Ascendancy at 13:06 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Immortality the Ghoul Adventurer level 30
28th Regrowth 123rd year of Ascendancy at 04:15 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Immortality the Ghoul Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 12:59 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Immortality the Ghoul Adventurer level 19
59th Haze 122nd year of Ascendancy at 07:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Immortality the Ghoul Adventurer level 29
25th Regrowth 123rd year of Ascendancy at 07:12 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Immortality the Ghoul Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 12:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Immortality the Ghoul Adventurer level 7
6th Haze 122nd year of Ascendancy at 19:47 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Immortality the Ghoul Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 12:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Immortality the Ghoul Adventurer level 12
17th Haze 122nd year of Ascendancy at 17:56 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Immortality the Ghoul Adventurer level 29
26th Regrowth 123rd year of Ascendancy at 12:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Immortality the Ghoul Adventurer level 21
1st Decay 122nd year of Ascendancy at 16:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Immortality the Ghoul Adventurer level 15
26th Haze 122nd year of Ascendancy at 04:20 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Immortality the Ghoul Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 23:05 see stats
Log
Aeraleda the whitehoof ghoul receives 14 healing from Carrion worm mass.
Aeraleda the whitehoof ghoul hits Immortality for (92 converted), 216 physical, (33 converted), 77 fire, (8 converted), 19 fire (314 total damage).
Aeraleda the whitehoof ghoul hits Carrion worm mass for 266 fire damage.
Aeraleda the whitehoof ghoul hits Carrion worm mass for 266 fire damage.
Aeraleda the whitehoof ghoul hits Carrion worm mass for 94 mind damage.
Aeraleda the whitehoof ghoul receives 58 healing from Carrion worm mass.
Aeraleda the whitehoof ghoul killed Carrion worm mass!
Aeraleda the whitehoof ghoul killed Carrion worm mass!
Aeraleda the whitehoof ghoul killed Carrion worm mass!
Polodheth the whitehoof maulotaur casts Invoke Darkness.
Polodheth the whitehoof maulotaur's spell attains critical power!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 99.
Immortality converts damage to paradox!
Polodheth the whitehoof maulotaur hits Immortality for (172 resilience), (104 converted), 244 darkness (244 total damage).
Immortality the level 31 ghoul adventurer was darkened to death by Polodheth the whitehoof maulotaur on level 11 of Illusory Castle.
Immortality deactivates Chant of Fortress.
Immortality deactivates Arcane Feed.
Immortality deactivates Disintegration.
Immortality's shakes the fear off.
The protective shield of Immortality disappears.
Immortality has finished recovering.
Immortality deactivates Infestation.
Immortality's is no longer blazing.
Immortality deactivates Matter Weaving.
Immortality deactivates Reality Smearing.
Immortality deactivates Premonition.
Immortality stops burning.
Immortality deactivates Arcane Combat.
Immortality deactivates Beyond the Flesh.
Immortality deactivates Elemental Discord.






























































































