











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Arcane Blade | 
| Level / Exp | 15 / 15% | 
| Size | big | 
| Lifes / Deaths | Killed by Silotira the giant lightning ant at level 15 on the 37th Dusk 122nd year of Ascendancy at 10:30/ 1 | 
Primary Stats
| Strength | 59 (base 40) | 
| Dexterity | 49 (base 40) | 
| Constitution | 54 (base 40) | 
| Magic | 51 (base 40) | 
| Willpower | 48 (base 40) | 
| Cunning | 54 (base 40) | 
Resources
| Life | -94/552 | 
| Mana | 999/79 | 
| Stamina | 187/187 | 
| Healing Factor | 1.4946428571429 | 
| Regeneration | 0.67258928571429 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | +29.181053733966% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 9 | 
| See Stealth | 67.054084364956 | 
| See Invisible | 67.054084364956 | 
Offense: Mainhand
| Damage | 111 | 
| Accuracy | 61 | 
| Crit Chance | 48% | 
| APR | 10 | 
| Speed | 1.11 | 
Offense: Spell
| Spellpower | 46 | 
| Crit Chance | 34% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +18% | 
| Light | +20% | 
| Darkness | +21% | 
| Cold | +25% | 
| Fire | +18% | 
| All | +10% | 
Defense: Base
| Armour (hardiness) | 43.082773577123 (89.859154929577%) | 
| Defense | 24 | 
| Ranged Defense | 33 | 
| Fatigue | 8 | 
| Physical Save | 34 | 
| Spell Save | 42 | 
| Mental Save | 35 | 
Defense: Resistances
| Acid | + 18%( 70%) | 
| Blight | + 21%( 70%) | 
| Arcane | + 17%( 70%) | 
| Cold | + 40%( 70%) | 
| All | + 13%( 70%) | 
| Darkness | + 36%( 70%) | 
| Light | + 39%( 70%) | 
| Lightning | + 20%( 70%) | 
| Mind | + 18%( 70%) | 
| Nature | + 21%( 70%) | 
Defense: Immunities
| Pinning Resistance | 100% | 
| Confusion Resistance | 21% | 
| Stun Resistance | 72% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 15% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 21 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 394 damage for 3 turns. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 252 damage for 3 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Cunning stat. | 
Class Talents
| Technique / Magical combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Earth | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Fire | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Enhancement | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Air | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Cunning / Dirty fighting | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
Generic Talents
| Cunning / Survival | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Aegis | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Conveyance | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Spell / Staff combat | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Race / Ogre | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Effects
| talent | Stone Skin | 
| talent | Arcane Combat | 
| talent | Arcane Shield | 
| talent | Thunderstorm | 
| talent | Inner Power | 
| talent | Precise Strikes | 
| talent | Feather Wind | 
| talent | Shock Hands | 
| talent | Fiery Hands | 
| talent | Shielding | 
| talent | Arcane Feed | 
| beneficial effect | Do not try to resist it!Ogric Wrath | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns).Runic Saturation | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You failed to protect the lone alchemist from death by skeleton archer.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed | 
| You failed to protect the lost anorithil from death by black crystal.Escort: lost anorithil (level 2 of Scintillating Caves) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 treasure It 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 darkness The 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed orc heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | 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 |  Korathad the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +2 Con Changes resistances: +3% lightning Critical mult.: +9.00% Life regen: +0.20 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (105 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  cashmere wizard hat 'Isurida' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Str / +5 Mag Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +6 (+2 eff.) Mana each turn: +0.17 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Healing mod.: +10% A pointy cloth hat, very wizardly... | 
| Tool |  Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  savior's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +11 (+5 eff.) Confusion immunity: +21% Rings can have magical properties. | 
| On fingers |  Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.98 cold and 15.82 physical damage (based on Willpower) each turn and knocking opponents back, costing 35 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| Around waist |  noble's rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Reduced damage from: +15% Summoned Trap disarming bonus: +6 Stealth bonus: +5 Infravision radius: +3 A belt that goes around your waist. | 
| In main hand |  Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
| On hands |  Lorolar the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +3 Str Changes resistances: +6% lightning / +6% mind / +5% arcane Mental save: +3 (+2 eff.) Knockback immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  radiant iron plate armour of the deep (3 def, 9 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +6% acid / +6% cold / +11% darkness / +10% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. | 
| Cloak |  murderer's linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. | 
Inventory
|  Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc 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. | 
|  arcing iron greatsword of massacre (26-41.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. Cloudwarden the dwarven-steel longsword (35-49 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +24 acid When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning / +12% acid Changes resistances penetration: +15% lightning Changes damage: +9% acid / +15% lightning Sharp, long, and deadly. | 
|  Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 235.75 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. | 
|  Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 115.37 physical damage to all targets in line, and inflicting bleeding for another 57.69 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
|  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
|  insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather. | 
|  pair of iron boots 'Brodonik' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +3 Con Grants telepathy: Humanoid/Orc Spell save: +12 (+4 eff.) Light radius: +3 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of rough leather boots of evasion (10 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 54.43 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
|  Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.19 to 117.58 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. | 
|  Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 42.20 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  bladed iron helm of might (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +5 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 208.1 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat of light (+15%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% light Changes damage: +10% light A pointy cloth hat, very wizardly... | 
|  iron plate armour of fire resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes resistances: +15% fire A suit of armour made of metal plates. | 
|  5 agate 0.00 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. | 
|  48 alchemist agate 0.00 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. | 
|  3 opal 0.00 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. | 
|  4 topaz 0.00 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. | 
|  sapper's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  6 spinel 0.00 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. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  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, costing 117 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 Chest Powered 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), costing 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. | 
|  2 amethyst 0.00 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 ametrine 0.00 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. | 
|  7 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 zircon 0.00 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
 Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Rellicus the Ogre Arcane Blade level 7
2nd Mirth 122nd year of Ascendancy at 19:55 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Rellicus the Ogre Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 18:43 see stats
 Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.By Rellicus the Ogre Arcane Blade level 14
34th Dusk 122nd year of Ascendancy at 17:23 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Rellicus the Ogre Arcane Blade level 7
10th Mirth 122nd year of Ascendancy at 23:17 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Rellicus the Ogre Arcane Blade level 7
8th Mirth 122nd year of Ascendancy at 15:48 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Rellicus the Ogre Arcane Blade level 7
2nd Mirth 122nd year of Ascendancy at 19:55 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Rellicus the Ogre Arcane Blade level 7
2nd Mirth 122nd year of Ascendancy at 19:55 see stats
Log
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
You cannot go into the wilds with the following effects: Deadly Poison
Deadly Poison from Silotira the giant lightning ant hits Rellicus for (47 absorbed), 0 nature (0 total damage).
Deadly Poison from Silotira the giant lightning ant hits Rellicus for (47 absorbed), 0 nature (0 total damage).
Deadly Poison from Silotira the giant lightning ant hits Rellicus for (47 absorbed), 0 nature (0 total damage).
Silotira the giant lightning ant uses Throwing Knives.
The shield around Rellicus crumbles.
Deadly Poison from Silotira the giant lightning ant hits Rellicus for (47 absorbed), 0 nature (0 total damage).
Deadly Poison from Silotira the giant lightning ant hits Rellicus for 47 nature damage.
Rellicus is no longer poisoned.
Rellicus hits Silotira the giant lightning ant for 4 light damage.
Silotira the giant lightning ant's Throwing Knife hits Rellicus for 160 physical damage.
Talent Phase Door is ready to use.
Thunderstorm hits Silotira the giant lightning ant for 30 lightning damage.
Silotira the giant lightning ant uses Throwing Knives.
Saving game...






















































