Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Arcane Blade |
| Level / Exp | 19 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Salath the temporal stalker at level 19 on the 12nd Haze 122nd year of Ascendancy at 08:03 / 1 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 17 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 41 (base 36) |
| Willpower | 15 (base 10) |
| Cunning | 60 (base 47) |
Resources
| Life | -186/503 |
| Mana | 113/223 |
| Stamina | 58/148 |
| Psi | 105/105 |
| Healing Factor | 1.05 |
| Regeneration | 1.5225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.181053733966% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 49.880545025042 |
| See Invisible | 48.880545025042 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 52 |
| Crit Chance | 34% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 52 |
| Crit Chance | 36% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.062037804251 (69.102564102564%) |
| Defense | 29 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 34 |
| Mental Save | 31 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 29% |
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 425 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 534% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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: ManasurgeUse 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 unleash a manasurge upon yourself, increasing mana regeneration by 912% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Feather Wind |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| beneficial effect | The mana surge engulfs the target, regenerating 2.88 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's combat attack is improved by 42. Attack |
| 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 |
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 |
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 repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+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 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 Horned Horror. * 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 |
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 within6 lumberjacks have died. | 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 | Polomina the pair of iron boots (0 def, 9 armour) Polomina the pair of iron boots (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +2 (+1 eff.) Armour: +9 Fatigue: +2% Changes stats: +5 Str Changes resistances: +5% cold / +6% fire Changes resistances penetration: +10% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Sunkill the brass lantern Sunkill the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +4 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +1 Str Only die when reaching: -40.00 life 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. |
| On head | cashmere wizard hat 'Charhack' (2 def, 0 armour) cashmere wizard hat 'Charhack' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -10% Changes stats: +5 Cun / +3 Wil Changes resistances: +7% lightning / +8% temporal Changes damage: +6% fire Light radius: +3 Infravision radius: +3 A pointy cloth hat, very wizardly... |
| On hands | Hanisin (9 def, 1 armour) Hanisin (9 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +1 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +5% physical Changes damage: +9% physical Spell save: +9 (+4 eff.) Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | stralite torque of kinetic psionic shield 'Chamurion' [power 83] (7/20 cooldown) stralite torque of kinetic psionic shield 'Chamurion' [power 83] (7/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +3% fire Maximum wards: +4 physical / +5 mind / +4 darkness Changes damage: +9% mind Talent cooldown: Silence (-1 turn) Talents granted: +2 Ward +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 83 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emeluldamira the gold ring Emeluldamira the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +5 Dex Changes resistances: +24% light / +3% temporal Changes resistances penetration: +15% temporal Changes damage: +12% light / +6% temporal Blindness immunity: +29% Infravision radius: +4 See stealth: +12 See invisible: +11 Rings can have magical properties. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Xalenne XalennePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +4 Wil Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Amulets can have magical properties. |
| In main hand | Eclipserace the elm starstaff (100% power, 2 apr, physical element) Eclipserace the elm starstaff (100% power, 2 apr, physical element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +4 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +6% mind Changes damage: +6% mind / +10% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Voidquick the rough leather belt Voidquick the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +12 Defense: +5 (+2 eff.) Changes resistances penetration: +15% darkness / +10% physical Changes damage: +6% physical Physical save: +10 (+5 eff.) Healing mod.: +5% A belt that goes around your waist. |
| In off hand | steel dagger 'Daystrider' (101% power, 6 apr) steel dagger 'Daystrider' (101% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +5 lightning / +4 cold When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 4 light Changes resistances: +3% darkness Sharp, short and deadly. |
| Cloak | Kindlemaster the linen cloak (4 def, 0 armour) Kindlemaster the linen cloak (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +2% physical Changes damage: +9% light / +3% physical Maximum life: +35.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Nonn (3 def, 14 armour) Ce'Nonn (3 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +3% blight / +18% fire / +6% mind / +3% temporal Changes resistances penetration: +10% blight / +15% temporal Mental save: +17 (+9 eff.) A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 20; turns 5; dispels darkness)sun infusion (rad 6; power 20; turns 5; 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: 15 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 20) for 5 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. teleportation rune of the psychic (range 54)teleportation rune of the psychic (range 54) 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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Willpower 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the psychic (range 58)teleportation rune of the psychic (range 58) 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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Willpower 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. |
Zubuwyn the steel amulet =2str= Zubuwyn the steel amulet =2str=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane Life regen: +1.60 Amulets can have magical properties. |
Arilerin ArilerinPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +24% nature / +12% blight Changes damage: +12% nature / +12% blight Critical mult.: +6.00% Silence immunity: +25% Mana each turn: +0.12 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of the mystic (115% power, 7 apr)arcing dwarven-steel dagger of the mystic (115% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Changes stats: +1 Wil / +2 Mag Spellpower: +4 (+1 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of massacre (132% power, 7 apr)dwarven-steel dagger of massacre (132% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of dampening (107% power, 6 apr)steel dagger of dampening (107% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% acid / +8% fire / +6% cold / +7% lightning Spell save: +6 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (140% power, 2 apr)steel greatsword of massacre (140% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Crystal Shard (113% power, 4 apr, physical element)Crystal Shard (113% power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. ash magestaff (111% power, 3 apr, cold element)ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Layariath' (111% power, 3 apr, lightning element) =3wil= ash magestaff 'Layariath' (111% power, 3 apr, lightning element) =3wil=Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +6 (+3 eff.) Effects on melee hit: * 7% chance to blind Damage (Melee): 21 fire Changes stats: +2 Str / +3 Wil / +2 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Light radius: +4 See invisible: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 62.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash vilestaff of power (117% power, 3 apr, acid element)potent ash vilestaff of power (117% power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% acid Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insidious steel waraxe of erosion (104% power, 3 apr)insidious steel waraxe of erosion (104% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 insidious poison / +5 temporal / +5 nature One-handed war axes. |
Girdle of the Calm Waters 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. |
rough leather belt 'Blazetrial' =4str= rough leather belt 'Blazetrial' =4str=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +2 Cun Changes damage: +9% lightning Maximum life: +32.00 Infravision radius: +1 A belt that goes around your waist. |
rough leather belt 'Porywen' =-80= rough leather belt 'Porywen' =-80=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +12% lightning / +6% temporal Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +9 (+5 eff.) Silence immunity: +20% Only die when reaching: -80.00 life A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spellcowled linen cloak (1 def, 0 armour)spellcowled linen cloak (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: +2 Wil / +2 Mag Spell save: +6 (+3 eff.) Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Layutha' (0 def, 1 armour) =3str= pair of rough leather boots 'Layutha' (0 def, 1 armour) =3str=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +3 Str Changes resistances: +5% lightning / +6% temporal / +3% physical Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Beruhor the Duskslicer (0 def, 1 armour) =4dex/7mag/2wil/3cun= Beruhor the Duskslicer (0 def, 1 armour) =4dex/7mag/2wil/3cun=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 acid Changes stats: +4 Dex / +7 Mag / +2 Wil / +3 Cun Changes resistances: +6% acid Changes resistances penetration: +5% darkness Changes damage: +3% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galebliss the rough leather gloves (0 def, 1 armour) =3dex= Galebliss the rough leather gloves (0 def, 1 armour) =3dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +3% lightning Changes resistances penetration: +25% lightning Maximum psi: +10.00 Mindpower: +4 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Heatedge the rough leather gloves (0 def, 5 armour) =3str= Heatedge the rough leather gloves (0 def, 5 armour) =3str=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +5 Changes stats: +3 Str Changes resistances: +9% darkness / +6% temporal Changes damage: +9% fire Physical save: +3 (+2 eff.) Disease immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Radherin (0 def, 1 armour) =3mag= Radherin (0 def, 1 armour) =3mag=Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes stats: +3 Mag Changes resistances: +21% acid Changes damage: +4% arcane / +3% acid Metal gloves protecting the hands up to the middle of the lower arm. |
Xanuba (0 def, 3 armour) =3str= Xanuba (0 def, 3 armour) =3str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 5 physical Changes stats: +3 Str Changes resistances: +3% acid Blindness immunity: +5% Silence immunity: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 76.0 Physical damage. If the attack hits, the target is confused (31% 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 cap made of leather. |
Yvowen (0 def, 3 armour) =3dex= Yvowen (0 def, 3 armour) =3dex=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 Dex Changes resistances: +12% lightning / +3% temporal / +9% light / +3% fire / +6% mind Changes resistances penetration: +5% mind 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. insulating cashmere wizard hat of corrosion (+21%) (2 def, 0 armour)insulating cashmere wizard hat of corrosion (+21%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% acid / +5% cold / +5% fire Changes damage: +14% acid A pointy cloth hat, very wizardly... |
linen wizard hat 'Yvussra' (1 def, 0 armour) =3str= linen wizard hat 'Yvussra' (1 def, 0 armour) =3str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +5 Wil / +2 Cun Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Arthyrach (2 def, 6 armour) =3str= Arthyrach (2 def, 6 armour) =3str=Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 blight Changes stats: +3 Str / +3 Con Changes resistances: +17% lightning / +5% physical / +9% acid Changes resistances penetration: +5% blight Physical save: +11 (+6 eff.) Maximum life: +30.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of clarity (2 def, 6 armour)spiked steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +7% mind Mental save: +11 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Grinyldir the rough leather armour (1 def, 2 armour)Grinyldir the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +1 Dex Changes resistances: +9% physical Changes resistances penetration: +15% physical Critical mult.: +9.00% Physical save: +19 (+10 eff.) Mental save: +6 (+3 eff.) Healing mod.: +5% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. barbed quiver of ash arrows (18/18, 122% power, 7 apr)barbed quiver of ash arrows (18/18, 122% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon crit: * wounds the target for 7 turns: 9 bleeding, 41% reduced healing Damage (Ranged): +12 bleed Arrows are used with bows to pierce your foes to death. |
8 agate 8 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. |
282 alchemist agate 282 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =12dig= Tooth of the Mouth (dig speed 12 turns) =12dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Myzor' (dig speed 38 turns) =3str= iron pickaxe 'Myzor' (dig speed 38 turns) =3str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +1 Wil Changes resistances: +3% mind Mindpower: +10 (+4 eff.) Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) 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 Chest 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. |
Arera the Tempestburst [power 55] (7/20 cooldown) =-60= Arera the Tempestburst [power 55] (7/20 cooldown) =-60=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Talent granted: +2 Telekinetic Blast Mental save: +20 (+10 eff.) Blindness immunity: +10% Only die when reaching: -60.00 life It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
9 ametrine 9 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. |
9 citrine 9 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. |
4 zircon 4 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 Two Hands Too Big the Ogre Arcane Blade level 7
3rd Flare 122nd year of Ascendancy at 21:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Two Hands Too Big the Ogre Arcane Blade level 10
2nd Dusk 122nd year of Ascendancy at 13:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Two Hands Too Big the Ogre Arcane Blade level 16
55th Dusk 122nd year of Ascendancy at 19:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Two Hands Too Big the Ogre Arcane Blade level 10
11st Dusk 122nd year of Ascendancy at 22:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Two Hands Too Big the Ogre Arcane Blade level 7
1st Summertide 122nd year of Ascendancy at 16:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Two Hands Too Big the Ogre Arcane Blade level 10
4th Dusk 122nd year of Ascendancy at 06:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Two Hands Too Big the Ogre Arcane Blade level 13
32nd Dusk 122nd year of Ascendancy at 01:38 see stats
Log
Glida the forest troll misses Two Hands Too Big.
Xanyna the green ooze uses Shield Pummel.
Two Hands Too Big is not dazed anymore.
Two Hands Too Big resists the shield bash!
Xanyna the green ooze hits Two Hands Too Big for 25 physical, 8 lightning, 29 physical, 7 lightning (68 total damage).
Two Hands Too Big hits Xanyna the green ooze for 7 light, 7 light (15 total damage).
Salath the temporal stalker casts Searing Light.
Salath the temporal stalker's spell attains critical power!
Salath the temporal stalker deactivates Stealth.
Salath the temporal stalker hits Two Hands Too Big for 263 light damage.
Salath the temporal stalker's light area effect hits Two Hands Too Big for 58 light damage.
Two Hands Too Big uses Dual Strike.
Two Hands Too Big casts Pulverizing Auger.
Glida the forest troll is stunned!
Two Hands Too Big performs a melee critical strike against Glida the forest troll!
Two Hands Too Big casts Pulverizing Auger.
Two Hands Too Big's spell attains critical power!
Two Hands Too Big is surging arcane power.
Xanyna the green ooze resists the mind attack!
Glida the forest troll resists the mind attack!
Two Hands Too Big hits Glida the forest troll for 12 physical, 2 lightning, 2 cold, 122 physical, 45 physical, 5 darkness, 449 physical, 5 darkness, 3 mind (643 total damage).
Two Hands Too Big hits War hound for 4 darkness, 5 mind (9 total damage).
Two Hands Too Big hits Xanyna the green ooze for 4 darkness, 2 mind (7 total damage).
Two Hands Too Big resists the mind attack!
Elessra the copperhead snake misses Two Hands Too Big.
Two Hands Too Big hits Elessra the copperhead snake for 4 light damage.
Elessra the copperhead snake hits Two Hands Too Big for 2 mind damage.
Salath the temporal stalker casts Moonlight Ray.
Saving game...
