









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
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:
Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 21 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Xylaith the Guardian at level 21 on the 50th Regrowth 123rd year of Ascendancy at 08:26 / 1 |
Primary Stats
| Strength | 56 (base 50) |
| Dexterity | 18 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 46 (base 38) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 11) |
Resources
| Life | -18/576 |
| Positive | 107/110 |
| Stamina | 132/160 |
| Vim | 96/180 |
| Healing Factor | 1.3745901639344 |
| Regeneration | 117.46422786885 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 26 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 9 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +20% |
| Lightning | +38% |
| Darkness | +6% |
| Physical | +18% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 43.08934837382 (100%) |
| Defense | 35 |
| Ranged Defense | 40 |
| Fatigue | 33 |
| Physical Save | 30 |
| Spell Save | 37 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 40%( 70%) |
| Fire | + 19%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 5% |
| Confusion Resistance | 57% |
| Pinning Resistance | 10% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. 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 268 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 25.50 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 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | A flow of life spins around the target, regenerating 81.50 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Flame of Urh'Rok |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 failed to protect the injured seer from death by giant acid ant. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of luminous horror dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed electric eel tail. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | [vs. Infernonight the pair of rough leather boots (0 def, 1 armour) (On feet)]Infernonight the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +9%(-) fire Changes resistances penetration: +25%(-) mind / +10%(-) fire Changes damage: +6%(-) fire Life regen: +1.70 (-) Healing mod.: +14% (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (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 (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) =Lightning Res= (On head)]Cloud Caller (0 def, 0 armour) =Lightning Res= 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 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 19.32 to 57.96 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| On hands | [vs. dwarven-steel gauntlets 'Byzilarath' (0 def, 2 armour) (On hands)]dwarven-steel gauntlets 'Byzilarath' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Damage (Melee): 8(-) acid Changes stats: +2(-) Dex / +6(-) Mag Changes resistances: +6%(-) acid / +2%(-) physical Changes damage: +6%(-) acid Confusion immunity: +15% (-) Pinning immunity: +10% (-) Stun/Freeze immunity: +15% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. ash totem of cure ailments 'Elira' [power 2] (10 cooldown) (Tool)]ash totem of cure ailments 'Elira' [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12%(-) acid / +6%(-) lightning Physical save: +6 (+3 eff.) (-) Blindness immunity: +20% (-) Cut immunity: +5% (-) Disarm immunity: +10% (-) 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. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. voratun ring 'Bleaktooth' (On fingers, 1 of 2)]voratun ring 'Bleaktooth' Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +3%(-) darkness / +18%(-) physical Changes damage: +21%(-) lightning / +18%(-) physical / +6%(-) darkness Physical save: +11 (+5 eff.) (-) Spell save: +16 (+8 eff.) (-) Mental save: +22 (+20 eff.) (-) Confusion immunity: +42% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. voratun ring 'Bleaktooth' (On fingers, 1 of 2)]Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes resistances: +0%(-3%) darkness / +0%(-18%) physical Changes damage: +0%(-21%) lightning / +0%(-18%) physical / +0%(-6%) darkness Physical save: +0 (+0 eff.) (-11 (-5 eff.)) Spell save: +0 (+0 eff.) (-16 (-8 eff.)) Mental save: -7 (-7 eff.) (-29 (-27 eff.)) Confusion immunity: +0% (-42%) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
| Around neck | [vs. restful steel amulet of strength (+3) (Around neck)]restful steel amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Str Life regen: +1.30 (-) Amulets can have magical properties. |
| In main hand | [vs. Colaryem (159% power, 12 apr) (In main hand)]Colaryem (159% power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (-) Crit. chance: +11.0% (-) Attack speed: 125% (-) When wielded/worn: Fatigue: -12% (-) Changes stats: +7(-) Dex Changes resistances: +7%(-) lightning Changes damage: +7%(-) lightning Maximum encumbrance: +50 (-) Movement speed: +10% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| Around waist | [vs. blurring rough leather belt of life (Around waist)]blurring rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) (-) Stealth bonus: +6 (-) Life regen: +0.70 (-) Healing mod.: +11% (-) A belt that goes around your waist. |
| In off hand | [vs. Titanic (20 def, 18 armour, 320 block) (In off hand)]Titanic (20 def, 18 armour, 320 block) Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 (-) Armour Hardiness: +20% (-) Defense: +20 (+10 eff.) (-) Ranged Defense: +10 (+5 eff.) (-) Fatigue: +30% (-) Talents granted: +4.00(-) Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
| Cloak | [vs. Fearfire Mantle (14 def, 0 armour) (Cloak)]Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) (-) Damage when hit (Melee): 30(-) fire Changes resistances: +10%(-) fire / +10%(-) darkness / +10%(-) cold Talent masteries: +0.20(-) Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | [vs. radiant dwarven-steel plate armour (5 def, 11 armour) (Main armor)]radiant dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+3 eff.) (-) Fatigue: +24% (-) Damage when hit (Melee): 6(-) light Changes stats: +2(-) Wil Changes resistances: +13%(-) blight / +18%(-) darkness Light radius: +2 (-) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.sun infusion (rad 6; power 21; turns 4; dispels darkness) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level.wild infusion of the warrior (resist 25%; 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: 13 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 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level.invisibility rune of the wizard (power 15 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 15) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
[vs. restful steel amulet of strength (+3) (Around neck)]steel amulet of perfection (0.12 Corruption / Demonic strength,0.12 Corruption / Torture) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Str Talent masteries: +0.12 Corruption / Demonic strength +0.12 Corruption / Torture Life regen: +0.00 (-1.30) Amulets can have magical properties. |
[vs. voratun ring 'Bleaktooth' (On fingers, 1 of 2)]copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +0%(-3%) darkness / +0%(-18%) physical Changes damage: +0%(-21%) lightning / +0%(-18%) physical / +0%(-6%) darkness Physical save: +0 (+0 eff.) (-11 (-5 eff.)) Spell save: +0 (+0 eff.) (-16 (-8 eff.)) Mental save: +0 (+0 eff.) (-22 (-20 eff.)) Disarm immunity: +21% Confusion immunity: +0% (-42%) Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Colaryem (159% power, 12 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. slime-covered steel greatmaul (132% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 133% (-27%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-10) Crit. chance: +1.0% (-10.0%) Attack speed: 100% (-25%) On weapon hit: * Slows global speed by 10% (+10%) When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) Massive two-handed mauls. |
[vs. Colaryem (159% power, 12 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. thunderous steel greatmaul (137% power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 137% (-22%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-10) Crit. chance: +1.0% (-10.0%) Attack speed: 100% (-25%) On weapon hit: * 10% chance to daze at end of turn (+10%) When wielded/worn: Fatigue: +0% (+12%) Changes stats: +3 Str / +2(-5) Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +0%(-7%) lightning Changes resistances penetration: +10% lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) Massive two-handed mauls. |
[vs. Colaryem (159% power, 12 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Bethyrin (123% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 123% (-36%) Range: 1.4x (-0.2x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-8) Crit. chance: +3.5% (-7.5%) Attack speed: 100% (-25%) Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +6 Defense: +8 (+4 eff.) Fatigue: +0% (+12%) Changes stats: +0(-7) Dex / +2 Con Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Disarm immunity: +30% Life regen: +1.40 Movement speed: +0% (-10%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
[vs. Colaryem (159% power, 12 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thorny mindstar of life (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% (-62%) Range: 1.1x (-0.5x) Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+12) Crit. chance: +3.5% (-7.5%) Attack speed: 100% (-25%) When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Life regen: +0.90 Maximum life: +18.00 Mindpower: +6 (+5 eff.) Mental crit. chance: +3% Movement speed: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 320 block) (In off hand)]Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 (-10) Armour Hardiness: +0% (-20%) Defense: +8 (+4 eff.) (-12 (-6 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +12% (-18%) Changes resistances: +10% fire / +15% cold Talents granted: +2(+-2) Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. radiant dwarven-steel plate armour (5 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. slimy woollen robe of nature (+15%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-11) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +0% (-24%) Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-13%) blight / +15% nature / +0%(-18%) darkness Changes damage: +10% nature Light radius: +0 (-2) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. radiant dwarven-steel plate armour (5 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-5) Defense: +2 (+1 eff.) (-3 (-2 eff.)) Fatigue: +14% (-10%) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-13%) blight / +0%(-18%) darkness Life regen: +1.00 Maximum life: +47.00 Light radius: +0 (-2) Healing mod.: +10% A suit of armour made of mail. |
[vs. radiant dwarven-steel plate armour (5 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour of Eyal (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-2) Defense: +4 (+2 eff.) (-1 (-1 eff.)) Fatigue: +22% (-2%) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-13%) blight / +0%(-18%) darkness Life regen: +1.30 Maximum life: +43.00 Light radius: +0 (-2) Healing mod.: +12% A suit of armour made of metal plates. |
[vs. radiant dwarven-steel plate armour (5 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+3 eff.) (-) Fatigue: +24% (-) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-13%) blight / +0%(-18%) darkness Light radius: +0 (-2) A suit of armour made of metal plates. |
[vs. radiant dwarven-steel plate armour (5 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel plate armour of lightning resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+3 eff.) (-) Fatigue: +24% (-) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +17% lightning / +0%(-18%) darkness / +0%(-13%) blight Life regen: +4.00 Stamina each turn: +0.90 Light radius: +0 (-2) A suit of armour made of metal plates. |
[vs. blurring rough leather belt of life (Around waist)]noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes resistances: +5% blight Reduced damage from: +17% Summoned Stealth bonus: +0 (-6) Life regen: +0.00 (-0.70) Healing mod.: +0% (-11%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Infernonight the pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Belyrin the pair of dwarven-steel boots (5 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% (+2%) Changes stats: +5 Wil Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-10%) fire / +15% arcane / +0%(-25%) mind Changes damage: +0%(-6%) fire Spell save: +20 (+8 eff.) Life regen: +0.00 (-1.70) Maximum mana: +40.00 Healing mod.: +0% (-14%) Damage Shield penetration: +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Infernonight the pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Layyvea (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Fatigue: +3% (+2%) Changes stats: +1 Wil Changes resistances: +13% temporal / +18% darkness / +0%(-9%) fire Changes resistances penetration: +0%(-10%) fire / +13% temporal / +13% darkness / +0%(-25%) mind Changes damage: +6% mind / +0%(-6%) fire Critical mult.: +10.00% Mental save: +6 (+3 eff.) Life regen: +0.00 (-1.70) Equilibrium when hit: +0.24 Maximum psi: +20.00 Mindpower: +6 (+5 eff.) Healing mod.: +0% (-14%) Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. dwarven-steel gauntlets 'Byzilarath' (0 def, 2 armour) (On hands)]Strikeking (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +7 (+5) Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 0(-8) acid Changes stats: +3(+1) Dex / +0(-6) Mag Changes resistances: +0%(-6%) acid / +0%(-2%) physical / +6% darkness Changes damage: +0%(-6%) acid Poison immunity: +5% Cut immunity: +5% Confusion immunity: +0% (-15%) Pinning immunity: +0% (-10%) Stun/Freeze immunity: +0% (-15%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. dwarven-steel gauntlets 'Byzilarath' (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Shadestrider the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-8) acid Changes stats: +0(-2) Dex / +4(-2) Mag Changes resistances: +0%(-6%) acid / +0%(-2%) physical / +3% light / +9% darkness Changes resistances penetration: +10% light / +5% darkness Changes damage: +7% arcane / +0%(-6%) acid Confusion immunity: +0% (-15%) Pinning immunity: +0% (-10%) Stun/Freeze immunity: +0% (-15%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cloud Caller (0 def, 0 armour) =Lightning Res= (On head)]This item will automatically be transmogrified when you leave the level. Earatorand the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Dex / +3 Mag Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning Physical save: +16 (+8 eff.) Light radius: +3 See invisible: +15 A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) =Lightning Res= (On head)]iron helm of constitution (+3) (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: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) =Lightning Res= (On head)]iron helm of the depths (0 def, 3 armour) =Water Breathing= Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +0%(-10%) lightning / +6% cold / +0%(-10%) light Changes damage: +0%(-10%) light / +0%(-10%) lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.quartz 0.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
[vs. ash totem of cure ailments 'Elira' [power 2] (10 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 27] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +0%(-12%) acid / +0%(-6%) lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +0% (-20%) Cut immunity: +0% (-5%) Disarm immunity: +0% (-10%) It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Adal the Ogre Doombringer level 13
19th Dusk 122nd year of Ascendancy at 05:45 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Adal the Ogre Doombringer level 17
34th Haze 122nd year of Ascendancy at 16:32 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Adal the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 18:44 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Adal the Ogre Doombringer level 21
37th Regrowth 123rd year of Ascendancy at 06:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Adal the Ogre Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 11:07 see stats
Level 20 (Roguelike)
Got a character to level 20.By Adal the Ogre Doombringer level 20
3rd Decay 122nd year of Ascendancy at 13:02 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Adal the Ogre Doombringer level 16
1st Haze 122nd year of Ascendancy at 00:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Adal the Ogre Doombringer level 12
9th Dusk 122nd year of Ascendancy at 15:03 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Adal the Ogre Doombringer level 21
44th Regrowth 123rd year of Ascendancy at 11:59 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Adal the Ogre Doombringer level 14
31st Dusk 122nd year of Ascendancy at 05:40 see stats
Log
Adal loses sight!
Something hits Something for 42 arcane damage.
Adal receives 30 healing.
Something hits Something for 42 arcane damage.
Something hits Something for 42 arcane damage.
Something HEALS from fire damage!
Something HEALS from fire damage!
Something HEALS from fire damage!
Something hits Something for (2 absorbed), 0 fire, 10 healing (0 total damage) [10 healing].
Something hits Adal for 16 fire damage.
Something hits Something for 2 fire, 10 healing (2 total damage) [10 healing].
Something hits Something for 19 fire damage.
Something hits Something for (2 absorbed), 0 fire, 10 healing (0 total damage) [10 healing].
Adal uses Infusion: Regeneration.
Adal starts regenerating health quickly.
Adal drains life from Something!
Something HEALS from fire damage!
Something HEALS from fire damage!
Something HEALS from fire damage!
Adal hits Something for (2 absorbed), 0 fire, 10 healing (0 total damage) [10 healing].
Adal hits Something for (2 absorbed), 0 fire, 10 healing (0 total damage) [10 healing].
Adal hits Something for 2 fire, 10 healing (2 total damage) [10 healing].
Something hits Something for 42 arcane damage.
Something hits Something for 50 arcane damage.
Something HEALS from fire damage!
Adal receives 1 healing from Devouring flames from Adal.
Adal receives 1 healing from Devouring flames from Adal.
Adal receives 1 healing from Devouring flames from Adal.
Saving game...





























































































