










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.9Official 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 | Ogre |
| Class | Writhing One |
| Level / Exp | 18 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Gytta the bee swarm at level 18 on the 19th Haze 122nd year of Ascendancy at 16:13 / 1 |
Primary Stats
| Strength | 44 (base 35) |
| Dexterity | 11 (base 10) |
| Constitution | 26 (base 13) |
| Magic | 48 (base 45) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -234/661 |
| Mana | 3/117 |
| Insanity | 27/100 |
| Healing Factor | 0.80975980261017 |
| Regeneration | 54.485498078428 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -27.39004967349% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 32.309282481023 |
| See Invisible | 32.309282481023 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 32 |
| Crit Chance | 25% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +5% |
| Physical | +14% |
| All | 0% |
| Lightning | +6% |
| Light | +10% |
| Darkness | +12% |
| Fire | +9% |
| Nature | +3% |
Offense: Damage Penetration
| Physical | +25% |
| Acid | +15% |
| Fire | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 27.413408721348 (66.666666666667%) |
| Defense | 0 |
| Ranged Defense | 20 |
| Fatigue | 19 |
| Physical Save | 43 |
| Spell Save | 23 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Light | + 28%( 70%) |
| Nature | + 24%( 70%) |
| Cold | + 33%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 38%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 0% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 504% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 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 190 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| talent | Premonition |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 65.14 life per turn. Regeneration |
| beneficial effect | Reduces acid damage received by 15%. Premonition Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's has a cursed wound, reducing healing by 49%. Cursed Wound |
| detrimental effect | The target is poisoned, taking 14.37 nature damage per turn. Poison |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere 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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 cityWhen 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Halekath the Smolderkiller (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 penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Mag / +3 Wil / +2 Cun / +8 Con Changes resistances: +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Biletouch the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +3% nature Maximum life: +41.00 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. |
| On head | Aerowyn the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Con Changes resistances: +6% nature / +12% fire Physical save: +36 (+12 eff.) Mental save: +6 (+3 eff.) Disease immunity: +5% Stun/Freeze immunity: +20% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Ce'Ninn [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +25% physical Only die when reaching: -80.00 life Maximum stamina: +5.00 Healing mod.: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
| On fingers | LayimaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +11% physical Changes damage: +14% physical Physical save: +9 (+3 eff.) Rings can have magical properties. |
| Around waist | BlastsliceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +1 Cun / +1 Wil Changes resistances: +6% cold / +7% fire Changes damage: +6% lightning Critical mult.: +5.00% Psi when hit: +0.16 A belt that goes around your waist. |
| In main hand | Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +12.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| On hands | Beluwyn the Hellquick (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +6% darkness / +9% fire Critical mult.: +6.00% Spell crit. chance: +7% Mental crit. chance: +6% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Dairikalthondur the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +5 Wil Changes resistances: +3% acid / +20% cold Changes resistances penetration: +15% acid Changes damage: +6% acid Mental save: +13 (+7 eff.) Life regen: +1.50 Maximum life: +48.00 Healing mod.: +13% A suit of armour made of mail. |
| Cloak | Saluvena (10 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Str Life regen: +0.40 Only die when reaching: -60.00 life Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
wild infusion of the duelist (resist 11%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 cure yourself of one random physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (8 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 8.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect 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 ability. |
MayariatiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances penetration: +15% blight Physical save: +12 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +13 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Amulets can have magical properties. |
steel amulet 'Islobretira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes damage: +3% arcane Talent mastery: +0.14 Demented / Controlled horrors Physical save: +11 (+3 eff.) Spell save: +14 (+7 eff.) Mental save: +15 (+8 eff.) Light radius: +2 See invisible: +6 Amulets can have magical properties. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Woesun (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Changes stats: +7 Cun Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Mental save: +9 (+5 eff.) Psi when hit: +0.08 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron longsword 'Sunblood' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% light / +3% all Changes resistances penetration: +7% nature Changes damage: +3% light / +3% nature Light radius: +2 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Helltickler (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% When wielded/worn: Changes resistances: +9% nature / +18% fire Changes resistances penetration: +15% nature / +20% fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace 'Mayyraba' (24-33.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +2 Dex Changes resistances: +9% nature / +9% lightning Spell save: +9 (+5 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel waraxe (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Girdle of the Calm WatersInfused 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. |
ShinerebelInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Str / +4 Con Changes damage: +3% light Life regen: +0.90 Stamina each turn: +0.20 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt 'Adunor'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Physical save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
rough leather belt 'Woewreck'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+0 eff.) Changes stats: +4 Dex Changes damage: +12% darkness Stealth bonus: +6 Stamina each turn: +0.40 Healing mod.: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.rough leather belt 'Xanara' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +3% physical / +6% darkness / +6% temporal Critical mult.: +7.00% Mental save: +30 (+15 eff.) Blindness immunity: +10% Poison immunity: +25% A belt that goes around your waist. |
Aerudawyn the Glimmercut (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+0 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +3% light / +9% fire Changes damage: +3% light Physical save: +6 (+2 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nosetta (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances penetration: +5% blight Critical mult.: +15.00% Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Maximum psi: +40.00 Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shadowhunger' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% darkness Changes resistances penetration: +15% fire Changes damage: +15% darkness / +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackbait the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 darkness Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Changes damage: +9% darkness / +3% acid Stamina each turn: +0.40 Maximum stamina: +14.00 A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
Lightningminister the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 6 mind Changes resistances: +5% mind Changes damage: +3% mind Pinning immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mucussweep the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes resistances: +6% blight / +6% nature Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Glissra' (3 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +3 Mag Changes resistances penetration: +5% blight Changes damage: +4% arcane Poison immunity: +5% Disease immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Taduran' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +6% nature / +3% darkness Spell save: +6 (+3 eff.) Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of dexterity (+2) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Str Changes resistances: +6% temporal Changes damage: +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Heatfiend the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 temporal Changes resistances: +6% cold / +6% fire Changes resistances penetration: +10% fire Changes damage: +6% fire / +6% temporal Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Murkpython (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% darkness / +9% lightning Spell save: +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voidrot (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +3 Cun / +3 Wil Changes resistances: +9% temporal Changes resistances penetration: +20% darkness / +5% temporal Changes damage: +3% darkness / +3% temporal Mindpower: +3 (+1 eff.) A cap made of leather. |
linen wizard hat 'Serpentblow' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +28% nature Changes resistances penetration: +15% nature Changes damage: +11% nature / +6% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.linen wizard hat of nature (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% nature Changes damage: +11% nature A pointy cloth hat, very wizardly... |
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. |
124 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. |
4 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 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. |
iron pickaxe 'Gorufast' (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +3 (+0 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str Stun/Freeze immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
Baliruitar the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +1 Cun Grants telepathy: Demon/Minor Demon/Major Light radius: +8 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 33.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 33.94 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused 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 (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Lightglory'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% light Physical save: +12 (+4 eff.) Stun/Freeze immunity: +10% Knockback immunity: +20% Maximum life: +42.00 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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, costing 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), 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. |
Gloronne the iron torque of kinetic psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +1 Dex / +5 Con Critical mult.: +6.00% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Splendourquench [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Grants telepathy: Dragon Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Light radius: +3 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 equilibrium. 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. |
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. |
3 citrine0.00 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. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ogrow the Ogre Writhing One level 17
7th Haze 122nd year of Ascendancy at 06:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ogrow the Ogre Writhing One level 10
10th Flare 122nd year of Ascendancy at 03:29 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ogrow the Ogre Writhing One level 14
45th Dusk 122nd year of Ascendancy at 14:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ogrow the Ogre Writhing One level 14
32nd Dusk 122nd year of Ascendancy at 06:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ogrow the Ogre Writhing One level 8
2nd Summertide 122nd year of Ascendancy at 16:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ogrow the Ogre Writhing One level 10
2nd Dusk 122nd year of Ascendancy at 11:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ogrow the Ogre Writhing One level 15
66th Dusk 122nd year of Ascendancy at 11:35 see stats
Log
Gytta the bee swarm uses Shattering Shout.
Gytta the bee swarm hits Ogrow for 168 physical damage.
Ogrow casts Shed Skin.
A shield forms around Ogrow.
Talent Infusion: Regeneration is ready to use.
Gytta the bee swarm uses Shield Pummel.
Ogrow casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Ogrow is stunned!
Ogrow hits Gytta the bee swarm for 11 lightning, 11 lightning (22 total damage).
Gytta the bee swarm hits Ogrow for (24 absorbed), 0 physical, (9 absorbed), 0 acid, (33 absorbed), 0 physical, (8 absorbed), 0 acid (0 total damage).
Ogrow uses Infusion: Regeneration.
Ogrow starts regenerating health quickly.
Ogrow is lost in despair!
Gytta the bee swarm uses Block.
Gytta the bee swarm bites poison into Ogrow.
Ogrow is poisoned!
Ogrow hits Gytta the bee swarm for 4 lightning damage.
Gytta the bee swarm hits Ogrow for (13 absorbed), 0 nature, (5 absorbed), 0 acid (0 total damage).
Ogrow casts Lash Out.
Gytta the bee swarm slows down.
Gytta the bee swarm resists the mind attack!
Gytta the bee swarm hits Ogrow for (11 absorbed), 0 acid, (9 absorbed), 0 physical, 2 healing, (11 absorbed), 0 acid, (9 absorbed), 0 physical (0 total damage) [2 healing].
Ogrow hits Gytta the bee swarm for 8 darkness, 1 mind, (36 blocked), 0 physical, 6 blight, 1 mind (16 total damage).
Your shield crumbles under the damage!
The shield around Ogrow crumbles.
Saving game...




















































































