











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Necromancy tweak 1.7.6Call of the Сrypt: Shattered Remains: Assemble: Chill of the Tomb: Aura of Undeath: Surge of Undeath: Dread: Minions can't open doors now Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Necromancer |
| Level / Exp | 30 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Aronaks at level 23 on the 60th Haze 122nd year of Ascendancy at 16:20 2 / 4Killed by Porobrewen the corrupted dendritic hemospinner at level 30 on the 20th Regrowth 123rd year of Ascendancy at 08:53 Killed by Layurivena the corrupted mastocytic feeder at level 30 on the 20th Regrowth 123rd year of Ascendancy at 16:07 Killed by Layurivena the corrupted mastocytic feeder at level 30 on the 20th Regrowth 123rd year of Ascendancy at 22:50 |
Primary Stats
| Strength | 37 (base 10) |
| Dexterity | 22 (base 12) |
| Constitution | 30 (base 10) |
| Magic | 114 (base 60) |
| Willpower | 32 (base 10) |
| Cunning | 70 (base 60) |
Resources
| Life | 541/541 |
| Mana | 513/513 |
| Soul | 12/12 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 3.7674480122347 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 59.327401544624 |
| See Invisible | 59.327401544624 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 33 |
| Crit Chance | 29% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Arcane | +32% |
| Cold | +20% |
| All | 0% |
| Darkness | +31% |
| Light | +6% |
| Temporal | +14% |
| Fire | +12% |
| Physical | +28% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (54.823135475018%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 35 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 20%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 20%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 28%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 534 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 39% all resistance, you move 58% faster, and you are invisible (power 35). Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 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 143 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. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 10 times. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.40 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Necrosis | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 13. Mobile Defense |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Innovation (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 227. | 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. | 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 has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (3 def, 2 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 55% (based on Cunning) Activation costs 26 power out of 34/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | MurknullInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% darkness / +7% blight / +3% cold / +5% arcane / +3% mind Changes damage: +3% arcane Physical save: +3 (+1 eff.) Life regen: +3.00 Only die when reaching: -80.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | fearwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Con / +5 Mag Changes resistances: +10% darkness / +10% physical Changes damage: +12% physical / +13% arcane / +6% darkness Maximum hate: +7.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. This object's appearance was changed to Invisible. |
| Tool | innervating yew wand of shielding [power 248] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Emegara the DaypietyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +8 Str / +10 Mag / +6 Wil / +4 Cun Reduces incoming crit damage: 15.00% Spellpower: +11 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
| On fingers | Branolerek the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +21 (+9 eff.) Changes stats: +7 Dex / +6 Mag / +6 Wil Changes resistances: +24% fire Changes damage: +12% fire Critical mult.: +5.00% Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
| Around waist | SilusethraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +3% lightning / +4% physical / +3% nature Damage against: +17% Summoned Reduced damage from: +15% Summoned Only die when reaching: -40.00 life A belt that goes around your waist. |
| In main hand | Staff of Bones (120% power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +20% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +7 Changes stats: +7 Str / +7 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
| Main armor | timebroken elven-silk robe of protection (4 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Changes stats: +6 Mag / +4 Wil Changes resistances: +15% all Changes damage: +16% arcane / +10% temporal Physical save: +30 (+10 eff.) Maximum mana: +64.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Monolith Armour. |
| Cloak | linen cloak 'Sewertaint' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +1 Con Changes resistances: +9% nature Physical save: +9 (+3 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% light / +4% temporal / +5% darkness / +6% physical Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +36.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Inventory
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. |
manasurge rune of the wizard (regen 1284% over 10 turns; mana 64; cd 16)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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1284% for 10 turns (79 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 sneak (absorb 115; cd 15)Requires: - Level 15 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: 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 115 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. 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. This item has been sent to the Item's Vault. |
savior's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+5 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
voratun amulet 'Dimmarrow'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +6% blight / +13% physical / +12% darkness Changes damage: +18% darkness Knockback immunity: +20% Stamina each turn: +1.20 Light radius: +2 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
XiyathaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +4 Dex / +4 Mag / +4 Con Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disarm immunity: +27% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +31.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun battleaxe (168% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +37 lightning / +58 cold When wielded/worn: Changes resistances penetration: +35% lightning / +27% cold Movement speed: +70% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of massacre (190% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +27 (+11 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff of wizardry (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil / +7 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +2.00 Maximum mana: +99.00 Spellpower: +36 (+9 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Mayata the hardened leather beltInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +7% acid / +9% mind / +5% blight Critical mult.: +9.00% Physical save: +16 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+6 eff.) Disarm immunity: +20% A belt that goes around your waist. |
monstrous hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+6 eff.) Changes stats: +4 Str / +8 Con Physical save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Mindpower: +5 (+2 eff.) Size category: +1 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 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Duskpierce (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% blight / +3% darkness / +6% nature Physical save: +6 (+2 eff.) Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormsquall (2 def, 0 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +3 Con / +3 Mag Changes resistances: +17% darkness / +31% lightning Changes resistances penetration: +14% darkness / +15% lightning Changes damage: +17% darkness Stealth bonus: +17 Mental save: +18 (+9 eff.) Psi when hit: +0.12 See invisible: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +12% darkness / +10% temporal Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Belath the elven-silk robe (15 def, 12 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 Defense: +15 (+6 eff.) Changes resistances: +21% lightning / +68% fire / +9% mind / +15% all Changes damage: +21% fire Physical save: +9 (+3 eff.) Disarm immunity: +24% Only die when reaching: -60.00 life Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
dreamer's elven-silk robe of power (0 def, 0 armour)Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +11% darkness / +15% mind / +15% all Changes damage: +20% all Physical save: +11 (+4 eff.) Spell save: +20 (+8 eff.) Mental save: +28 (+14 eff.) Spellpower: +15 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.heroic drakeskin leather gloves (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Mental save: +12 (+6 eff.) Maximum life: +80.00 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. |
Shadowedge the cashmere wizard hat (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +4 Cun Changes resistances: +5% lightning / +5% temporal / +4% light / +5% fire / +5% nature / +3% acid / +4% blight / +5% cold / +24% darkness Changes resistances penetration: +10% darkness Changes damage: +13% darkness Mental save: +7 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
elven-silk wizard hat 'Bleakzephyr' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +7 Str / +5 Dex / +4 Mag / +8 Wil Changes resistances penetration: +15% darkness Changes damage: +12% light / +9% darkness Physical save: +9 (+3 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.mindcaging drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +18% mind / +23% cold Allows you to breathe in: water Mental save: +30 (+14 eff.) Confusion immunity: +43% A cap made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 52 power out of 100/100. The very essence of bearness! |
2 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. |
118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 164% of the healing done. This effect scales with your Magic stat. Activation costs 39 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 104 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. |
soothing ash totem of healing [power 182] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 8 turns. When used: * Heal for 34. 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. |
quick elm wand of shielding [power 110] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of shielding [power 182] (11 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 11 turns. When used: * Heal for 42. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By Aronaks the Ghoul Necromancer level 29
18th Regrowth 123rd year of Ascendancy at 21:55 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aronaks the Ghoul Necromancer level 12
35th Dusk 122nd year of Ascendancy at 08:54 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Aronaks the Ghoul Necromancer level 21
58th Haze 122nd year of Ascendancy at 00:51 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aronaks the Ghoul Necromancer level 24
61st Haze 122nd year of Ascendancy at 19:02 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Aronaks the Ghoul Necromancer level 10
15th Dusk 122nd year of Ascendancy at 20:41 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Aronaks the Ghoul Necromancer level 20
30th Haze 122nd year of Ascendancy at 02:55 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Aronaks the Ghoul Necromancer level 30
18th Regrowth 123rd year of Ascendancy at 21:55 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Aronaks the Ghoul Necromancer level 20
57th Haze 122nd year of Ascendancy at 02:08 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Aronaks the Ghoul Necromancer level 25
77th Haze 122nd year of Ascendancy at 03:01 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Aronaks the Ghoul Necromancer level 17
7th Haze 122nd year of Ascendancy at 21:40 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Aronaks the Ghoul Necromancer level 15
64th Dusk 122nd year of Ascendancy at 21:03 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Aronaks the Ghoul Necromancer level 29
17th Regrowth 123rd year of Ascendancy at 04:52 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Aronaks the Ghoul Necromancer level 5
5th Mirth 122nd year of Ascendancy at 11:09 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Aronaks the Ghoul Necromancer level 20
56th Haze 122nd year of Ascendancy at 06:56 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Aronaks the Ghoul Necromancer level 12
43rd Dusk 122nd year of Ascendancy at 15:03 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Aronaks the Ghoul Necromancer level 24
66th Haze 122nd year of Ascendancy at 16:28 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Aronaks the Ghoul Necromancer level 12
24th Dusk 122nd year of Ascendancy at 17:17 see stats
Log
Layurivena the corrupted mastocytic feeder shares damage with his oozes!
Lord of Skulls (mage) hits Layurivena the corrupted mastocytic feeder for 52 physical, 40 physical, 0 fire (93 total damage).
Lord of Skulls (mage) hits Bloated ooze for 164 physical, 168 fire (333 total damage).
Layurivena the corrupted mastocytic feeder hits Aronaks for (686 resilience), 270 fire (271 total damage).
Melee retaliation hits Armoured skeleton warrior for 9 fire damage.
Aronaks hits Layurivena the corrupted mastocytic feeder for 6 cold, 14 darkness (21 total damage).
Aronaks hits Bloated ooze for 31 cold, 28 darkness (59 total damage).
Armoured skeleton warrior hits Layurivena the corrupted mastocytic feeder for 17 physical damage.
Aronaks the level 30 ghoul necromancer was blazed to death by Layurivena the corrupted mastocytic feeder on level 1 of The Godfeaster.
You have 2 life(s) left.
Lord of Skulls (mage) is no more the Lord of Skulls.
Armoured skeleton warrior deactivates Shield Wall.
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior deactivates Shield Wall.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Layurivena the corrupted mastocytic feeder killed Aronaks!
Aronaks killed Bloated ooze!
Saving game...
Saving done.
Talent Rune: Shielding is ready to use.
Talent Night Sphere is ready to use.
Talent Surge of Undeath is ready to use.
Talent Ghoulish Leap is ready to use.
Talent Ghost Walk is ready to use.
Talent Consume Soul is ready to use.
Talent Rune: Stormshield is ready to use.
Ran for 3 turns (stop reason: interesting character).
You are sent back to the material plane!

















































































































