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 | Berserker |
| Level / Exp | 18 / 71% |
| Size | big |
| Lifes / Deaths | Killed by dredge at level 18 on the 21st Haze 122nd year of Ascendancy at 18:40 / 2Killed by Horned Horror at level 18 on the 21st Haze 122nd year of Ascendancy at 18:46 |
Primary Stats
| Strength | 59 (base 46) |
| Dexterity | 13 (base 11) |
| Constitution | 17 (base 13) |
| Magic | 39 (base 33) |
| Willpower | 15 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -85/668 |
| Stamina | 146/164 |
| Healing Factor | 1.5561497326203 |
| Regeneration | 18.968793157549 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 28.599459836163 |
| See Invisible | 29.599459836163 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 54 |
| Crit Chance | 25% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 54 |
| Crit Chance | 31% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.723073231957 (93.924050632911%) |
| Defense | 24 |
| Ranged Defense | 31 |
| Fatigue | 28 |
| Physical Save | 37 |
| Spell Save | 29 |
| Mental Save | 26 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 23% |
| Confusion Resistance | 40% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 480% 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 Dexterity stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 11.14, and stamina regeneration by 2.23. Bloodbath |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
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 lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+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 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 |
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 within10 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 | pair of rough leather boots 'Skybliss' (0 def, 6 armour) pair of rough leather boots 'Skybliss' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +1 Cun Changes resistances: +12% lightning Grants telepathy: Humanoid/Orc Mental crit. chance: +3% Infravision radius: +2 A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | Ce'Naletira (6 def, 3 armour) Ce'Naletira (6 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +1 Dex / +4 Cun Changes resistances: +6% lightning / +6% temporal / +1% physical Physical save: +6 (+3 eff.) Maximum life: +10.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Radiancevenom (0 def, 5 armour) Radiancevenom (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +8 (+2 eff.) Armour: +5 Changes stats: +3 Str Changes resistances: +2% physical Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Thunderpiercer the steel ring Thunderpiercer the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +5% arcane / +3% lightning Mental save: +13 (+7 eff.) Confusion immunity: +40% Stun/Freeze immunity: +37% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Zubildawen the copper ring =2dex/4wil/3cun= Zubildawen the copper ring =2dex/4wil/3cun=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Dex / +4 Wil / +3 Cun Changes resistances: +5% arcane Blindness immunity: +24% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
| Around neck | steel amulet 'Lightsear' steel amulet 'Lightsear'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +12% temporal / +6% light / +3% fire Changes damage: +3% fire Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. |
| In main hand | Unstoppable Mauler (159% power, 15 apr) Unstoppable Mauler (159% power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+6 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.9 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 167% weapon damage. If you failed to move the damage is instead 84%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
| Around waist | 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. |
| In off hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 82.61 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Galunik (1 def, 0 armour) Galunik (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Con Critical mult.: +9.00% Physical save: +6 (+3 eff.) Maximum life: +33.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gloredhena the steel plate armour (4 def, 14 armour) Gloredhena the steel plate armour (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +14 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 temporal Changes stats: +5 Str Physical save: +9 (+4 eff.) Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Inventory
copper amulet 'Iselewe' =2cun/3con= copper amulet 'Iselewe' =2cun/3con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 16 temporal Changes stats: +2 Cun / +3 Con Changes damage: +9% mind Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +1.00 Amulets can have magical properties. |
starlit steel amulet of dexterity (+4) =4dex= starlit steel amulet of dexterity (+4) =4dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +13% light / +12% darkness Blindness immunity: +23% Amulets can have magical properties. |
marksman's copper ring =3dex= marksman's copper ring =3dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
titan's copper ring =3con= titan's copper ring =3con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
arcing dwarven-steel greatmaul of massacre (164% power, 2 apr) arcing dwarven-steel greatmaul of massacre (164% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 164% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning Massive two-handed mauls. |
quick dwarven-steel mace of purging (133% power, 4 apr) =3dex= quick dwarven-steel mace of purging (133% power, 4 apr) =3dex=Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +3 Dex Blunt and deadly. |
Kiregoblek the Corruptionumbra =3dex/1wil= Kiregoblek the Corruptionumbra =3dex/1wil=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str / +3 Dex / +2 Mag / +1 Wil Changes resistances: +6% cold / +6% fire Light radius: +3 A belt that goes around your waist. |
linen cloak 'Gakath' (1 def, 5 armour) =4dex= linen cloak 'Gakath' (1 def, 5 armour) =4dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +4 Dex / +1 Wil Changes resistances: +3% blight / +15% cold / +9% light Pinning immunity: +5% Knockback immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanorak (2 def, 1 armour) =4dex= Zanorak (2 def, 1 armour) =4dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +4 Dex A pair of boots made of leather. |
Poluwe the rough leather gloves (3 def, 1 armour) =4dex= Poluwe the rough leather gloves (3 def, 1 armour) =4dex=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Damage (Melee): 5 acid Changes stats: +4 Dex Changes resistances: +6% acid Changes resistances penetration: +10% physical Changes damage: +4% acid Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Runedethad the hardened leather gloves (0 def, 2 armour) =3cun= Runedethad the hardened leather gloves (0 def, 2 armour) =3cun=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +8% darkness Changes resistances penetration: +25% mind Changes damage: +3% mind Critical mult.: +10.00% Mental save: +6 (+3 eff.) Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 46.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) =4wil/cun= Sludgegrip (0 def, 0 armour) =4wil/cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Chalundur (0 def, 3 armour) =8cun= Chalundur (0 def, 3 armour) =8cun=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: +8 Cun / +2 Con Changes damage: +6% mind / +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivalemira (0 def, 1 armour) =3cun/6wil= Ivalemira (0 def, 1 armour) =3cun/6wil=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +6 Wil Changes resistances penetration: +5% mind Maximum hate: +4.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 A cap made of leather. |
Lustredream (0 def, 3 armour) =water= Lustredream (0 def, 3 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes resistances: +7% cold / +12% mind / +3% light Changes damage: +15% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (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: +3 Con A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour) =3dex= rough leather cap of dexterity (+3) (0 def, 1 armour) =3dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of spell shielding (2 def, 4 armour)spiked cured leather armour of spell shielding (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 13 physical Changes resistances: +6% arcane Spell save: +10 (+5 eff.) A suit of armour made of leather. |
7 agate 7 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. |
259 alchemist agate 259 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 aquamarine 4 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. |
3 topaz 3 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. |
7 spinel 7 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. |
Hettysus HettysusCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +2% physical / +3% cold Disease immunity: +25% Knockback immunity: +15% 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. |
Salumina the Ravenrazor =4wil/4cun= Salumina the Ravenrazor =4wil/4cun=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Mag / +4 Wil / +4 Cun Light radius: +4 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 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 243/400. 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. |
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. |
10 ametrine 10 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. |
8 citrine 8 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. |
11 zircon 11 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 BloodDrum the Ogre Berserker level 7
2nd Dusk 122nd year of Ascendancy at 16:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By BloodDrum the Ogre Berserker level 10
17th Dusk 122nd year of Ascendancy at 09:00 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By BloodDrum the Ogre Berserker level 16
65th Dusk 122nd year of Ascendancy at 22:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By BloodDrum the Ogre Berserker level 6
1st Flare 122nd year of Ascendancy at 15:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By BloodDrum the Ogre Berserker level 5
78th Pyre 122nd year of Ascendancy at 12:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By BloodDrum the Ogre Berserker level 14
39th Dusk 122nd year of Ascendancy at 15:03 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By BloodDrum the Ogre Berserker level 18
21st Haze 122nd year of Ascendancy at 18:40 see stats
Log
Horned Horror hits BloodDrum for 53 physical, 17 lightning, 39 lightning, 58 physical, 17 lightning, 69 physical, 17 lightning (271 total damage).
BloodDrum hits Horned Horror for (10 resist armour), 0 temporal, (7 resist armour), 0 mind, (4 resist armour), 0 arcane, (10 resist armour), 0 temporal, (7 resist armour), 0 mind, (4 resist armour), 0 arcane, (10 resist armour), 0 temporal, (7 resist armour), 0 mind, (4 resist armour), 0 arcane (0 total damage).
BloodDrum uses Stunning Blow.
Horned Horror is stunned!
BloodDrum hits Horned Horror for (21 resist armour), 119 physical (119 total damage).
BloodDrum aims less carefully.
BloodDrum receives 38 healing.
Siluvea the dredge captain's Channel Staff hits BloodDrum for 51 temporal damage.
Dredge resists the mind attack!
BloodDrum hits Dredge for 8 temporal, 4 mind, 4 arcane (15 total damage).
Dredge hits BloodDrum for 19 physical damage.
Eilinanne the rogue's light area effect hits BloodDrum for 43 light damage.
Siluvea the dredge captain casts Channel Staff.
Horned Horror resists the mind attack!
Horned Horror hits BloodDrum for 24 physical, 7 lightning (30 total damage).
BloodDrum hits Horned Horror for (10 resist armour), 0 temporal, (4 resist armour), 0 mind, (4 resist armour), 0 arcane (0 total damage).
BloodDrum performs a melee critical strike against Horned Horror!
BloodDrum's blood frenzy intensifies!
BloodDrum hits Horned Horror for (21 resist armour), 105 physical, (16 resist armour), 0 darkness, (15 resist armour), 0 physical (105 total damage).
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
BloodDrum receives 38 healing.
Siluvea the dredge captain's Channel Staff hits BloodDrum for 53 temporal damage.
Dredge resists the mind attack!
BloodDrum hits Dredge for 8 temporal, 4 mind, 4 arcane (15 total damage).
Dredge hits BloodDrum for 21 physical damage.
Eilinanne the rogue's light area effect hits BloodDrum for 43 light damage.
Siluvea the dredge captain casts Channel Staff.
Saving game...
