










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 30 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinyra the skeleton archer at level 30 on the 24th Regrowth 123rd year of Ascendancy at 19:57 / 1 |
Primary Stats
| Strength | 29 (base 15) |
| Dexterity | 66 (base 57) |
| Constitution | 27 (base 10) |
| Magic | 72 (base 60) |
| Willpower | 15 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -232/788 |
| Mana | 139/299 |
| Stamina | 214/214 |
| Vim | 12/242 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 3.7007572350066 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 68 |
| Crit Chance | 0% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 68 |
| Crit Chance | 3% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +6% |
| Cold | +6% |
| All | 0% |
| Lightning | +19% |
| Light | +24% |
| Temporal | +6% |
| Darkness | +9% |
| Fire | +9% |
| Mind | +11% |
Offense: Damage Penetration
| Acid | +23% |
| Temporal | +50% |
| Lightning | +30% |
| Physical | +22% |
| Fire | +25% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 22 (57.155997060385%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 21%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 21%( 70%) |
| Lightning | + 51%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 66% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Silence Resistance | 43% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Disarm Resistance | 68% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
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 468 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 13 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Vim | 1.32 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 ice dragon that dwelled there. | 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. * 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 snow giant kidney. * You've found the needed warg claw. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. 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 bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within7 lumberjacks have died. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Nyvon the Pyretide (0 def, 7 armour) =stn=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +1 Wil Changes resistances penetration: +10% fire Silence immunity: +23% Confusion immunity: +26% Stun/Freeze immunity: +24% Stamina each turn: +0.30 Maximum stamina: +15.00 Mindpower: +20 (+10 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Siluremira =roll=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes stats: +1 Mag / +6 Wil / +6 Con Changes resistances: +9% cold / +9% temporal Changes resistances penetration: +25% temporal / +15% all Changes damage: +11% mind Reduces incoming crit damage: 15.00% Light radius: +7 Defense after a teleport: +18 Resist all after a teleport: +17% New effects duration reduction after a teleport: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Flareraider (25 def, 1 armour) =def hel=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +25 (+6 eff.) Fatigue: +1% Changes resistances: +9% fire Changes damage: +3% fire Stamina when hit: +0.90 Equilibrium when hit: +0.70 Only die when reaching: -60.00 life A cap made of leather. |
| On hands | Kheludothad (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 9 blight / 7 light Changes resistances: +7% blight / +6% temporal / +7% light Changes resistances penetration: +5% temporal Changes damage: +6% blight / +6% temporal / +5% light Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (radius 2) on crit: +7 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Polerilaith [power 250] (15 cooldown) =cfz=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +6% fire Disease immunity: +10% Cut immunity: +10% Silence immunity: +10% Confusion immunity: +20% It can be used to fire a magical bolt dealing 282 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Heal for 74. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Brenebar =stn def=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +14 (+4 eff.) Damage (Melee): 11 light Damage (Ranged): 19 light Changes stats: +2 Cun / +2 Mag Changes resistances: +3% light Changes damage: +12% light Disarm immunity: +10% Stun/Freeze immunity: +25% Teleport immunity: +10% Life regen: +3.00 Rings make your fingers look great! |
| On fingers | gold quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +11 Defense: +12 (+3 eff.) Changes stats: +5 Dex Changes resistances: +26% lightning / +3% blight / +15% fire / +9% cold / +12% acid Changes resistances penetration: +15% lightning Changes damage: +13% lightning Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Arthugozor =stn oop=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 16% * 9% chance to blind Changes stats: +4 Mag Changes resistances: +6% nature Changes damage: +6% acid / +7% light / +9% darkness / +6% fire / +6% lightning / +6% cold Talent mastery: +0.32 Corruption / Vim Physical save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Silence immunity: +10% Stun/Freeze immunity: +10% Maximum life: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
| In main hand | elemental iron mace of amnesia (102% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 78 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +8% acid Changes damage: +7% acid Blunt and deadly. |
| Around waist | rough leather belt 'Aerariamira' =def=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Changes resistances: +1% physical Cut immunity: +10% Pinning immunity: +10% Equilibrium when hit: +0.12 It can be used to create a temporary shield that absorbs 179 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Xeryma (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 23 Damage (Melee): +7 blight Damage (radius 1) on hit: +4 mind / +5 fire When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +5% temporal / +7% physical Disease immunity: +12% Disarm immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
| Cloak | Barkstreak the linen cloak (1 def, 0 armour) =cfz=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +3% acid / +3% light / +3% nature Disarm immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Camarath the hardened leather armour (14 def, 6 armour) =track move=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +3 Dex Changes resistances: +23% lightning / +5% physical / +12% darkness / +6% light / +6% nature / +3% temporal Spell save: +3 (+2 eff.) Light radius: +2 Movement speed: +20% 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 10 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 duelist (range 5; phase 18; cd 11)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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 Dexterity 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. |
stormshield rune of the duelist (threshold 17; blocks 3; dur 4; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 3 times. Its effects scale with your Dexterity 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Yvynor the Stormsage =heal=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Changes resistances: +12% nature Physical save: +12 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Cut immunity: +40% Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet 'Betunor' =stn=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +3 Mag Changes damage: +4% light / +4% temporal / +6% darkness / +5% physical Talent mastery: +0.24 Corruption / Plague Physical save: +10 (+5 eff.) Spell save: +18 (+9 eff.) Mental save: +21 (+10 eff.) Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Glimmersorrow =cfz ehl=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +20% darkness / +3% light Changes resistances penetration: +5% mind Changes damage: +10% darkness Mental save: +6 (+3 eff.) Disarm immunity: +23% Confusion immunity: +23% Pinning immunity: +24% Knockback immunity: +21% Maximum life: +20.00 Light radius: +1 Rings make your fingers look great! |
steel ring 'Harudil' =oop=Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +9 Mag / +4 Wil Changes damage: +3% blight Spell save: +8 (+4 eff.) Spellpower: +13 (+4 eff.) Mindpower: +7 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.elemental stralite dagger of evisceration (135% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 cold damage (1/turn) On weapon crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +5 (+3 eff.) Changes resistances penetration: +16% cold Changes damage: +18% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel dagger of torment (116% power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 19 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +5 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Daysquall the steel greatsword (130% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +12 arcane / +8 light When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 6 mind Changes resistances penetration: +10% arcane Mental save: +9 (+4 eff.) Disarm immunity: +35% Equilibrium when hit: +0.24 Maximum psi: +30.00 Massive two-handed swords. |
Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 161% Range: 1.4x Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 36.00 arcane and 39.24 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+8 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
This item will automatically be transmogrified when you leave the level.elemental steel longsword of rage (115% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 cold damage (1/turn) When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +10% cold Changes damage: +11% cold / +7% physical Sharp, long, and deadly. |
Hettiregofang the ash starstaff (111% power, 3 apr, physical element) =short=Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x 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: Defense: +5 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +1 Wil Changes damage: +15% blight / +15% physical Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +15.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 87.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff (120% power, 4 apr, cold element) =short=Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +6 (+3 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
noble's rough leather belt of unlife =ded=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +5% blight Damage against: +15% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.Adyth the Shockweeper (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 8 arcane / 10 blight Changes stats: +5 Mag Changes resistances: +7% arcane Changes resistances penetration: +10% lightning Spell save: +14 (+7 eff.) Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Flashbreaker the cured leather armour (6 def, 12 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% mind / +6% blight Changes damage: +6% lightning Mental save: +12 (+6 eff.) Silence immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Only die when reaching: -40.00 life Healing mod.: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of the deep (6 def, 7 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of fire resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +15% fire Life regen: +2.00 Stamina each turn: +1.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.swashbuckler's steel shield of resistance (0 def, 4 armour, 38 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Fatigue: +8% Changes stats: +3 Str / +5 Dex Changes resistances: +7% acid / +6% fire / +8% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Islyvea the dwarven-steel pickaxe (dig speed 23 turns) =cfz=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% lightning / +9% cold / +6% mind Confusion immunity: +20% Life regen: +4.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Poruvea the Chargerigor =def hel=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +3% lightning / +5% arcane / +6% blight Reduces incoming crit damage: 5.00% Only die when reaching: -20.00 life 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. |
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. |
This item will automatically be transmogrified when you leave the level.Persistent Will Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
cleansing yew totem of healing [power 248] (15 cooldown) =cle=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 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. |
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. |
2 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Infected the Ghoul Reaver level 28
2nd Allure 123rd year of Ascendancy at 02:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Infected the Ghoul Reaver level 10
61st Dusk 122nd year of Ascendancy at 06:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Infected the Ghoul Reaver level 23
50th Haze 122nd year of Ascendancy at 21:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Infected the Ghoul Reaver level 29
4th Allure 123rd year of Ascendancy at 17:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Infected the Ghoul Reaver level 10
61st Dusk 122nd year of Ascendancy at 06:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Infected the Ghoul Reaver level 20
35th Haze 122nd year of Ascendancy at 16:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Infected the Ghoul Reaver level 30
22nd Regrowth 123rd year of Ascendancy at 22:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Infected the Ghoul Reaver level 25
60th Haze 122nd year of Ascendancy at 07:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Infected the Ghoul Reaver level 5
47th Dusk 122nd year of Ascendancy at 01:01 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Infected the Ghoul Reaver level 29
10th Regrowth 123rd year of Ascendancy at 10:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Infected the Ghoul Reaver level 5
48th Dusk 122nd year of Ascendancy at 16:34 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Infected the Ghoul Reaver level 29
9th Regrowth 123rd year of Ascendancy at 20:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Infected the Ghoul Reaver level 25
54th Haze 122nd year of Ascendancy at 03:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Infected the Ghoul Reaver level 18
28th Haze 122nd year of Ascendancy at 23:57 see stats
Log
Eilinyra the skeleton archer shoots!
Infected resists the vile poison!
Eilinyra the skeleton archer's Bash and Smash hits Infected for (61 resilience), 296 physical (296 total damage).
Eilinyra the skeleton archer's Shoot performs a ranged critical strike against Infected!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 35.
Infected resists the vile poison!
Eilinyra the skeleton archer's Shoot hits Infected for 103 physical damage.
Eilinyra the skeleton archer is free from the epidemic.
Carrion worm mass bites blight poison into Eilinyra the skeleton archer.
Eilinyra the skeleton archer cleverly deflects the attack with his shield!
Eilinyra the skeleton archer repels an attack from Carrion worm mass.
Eilinyra the skeleton archer is disarmed!
Carrion worm mass hits Eilinyra the skeleton archer for (5 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Carrion worm mass for 4 lightning damage.
Eilinyra the skeleton archer uses Fan of Knives.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 33.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 30.
Eilinyra the skeleton archer resists the blinding light!
Infected resists the vile poison!
Infected resists the vile poison!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 32.
Infected resists the vile poison!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 31.
Eilinyra the skeleton archer resists the blinding light!
Eilinyra the skeleton archer's Fan of Knives hits Infected for 94 physical, 3 lightning (98 total damage).
Eilinyra the skeleton archer's Fan of Knives hits Infected for 90 physical damage.
Eilinyra the skeleton archer's Fan of Knives hits Infected for 98 physical, 3 lightning (102 total damage).
Eilinyra the skeleton archer's Fan of Knives hits Infected for 90 physical, 3 lightning (94 total damage).
Eilinyra the skeleton archer's Fan of Knives hits Infected for 96 physical, 3 lightning (100 total damage).
Infected the level 30 ghoul reaver was chopped into tiny pieces to death by Eilinyra the skeleton archer on level 3 of Ruined halfling complex.





























































































