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 | Skirmisher |
| Level / Exp | 21 / 95% |
| Size | big |
| Lifes / Deaths | Killed by Cyrarinne the midge swarm at level 21 on the 30th Haze 122nd year of Ascendancy at 09:37 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 53 (base 44) |
| Constitution | 19 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 61 (base 50) |
Resources
| Life | -24/609 |
| Stamina | 4/195 |
| Healing Factor | 1.1714285714286 |
| Regeneration | 3.4557142857144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 43.319248008836 |
| See Invisible | 43.319248008836 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 57 |
| Crit Chance | 26% |
| APR | 14 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (57.811550151976%) |
| Defense | 53 |
| Ranged Defense | 61 |
| Fatigue | 4.7616173808087 |
| Physical Save | 24 |
| Spell Save | 32 |
| Mental Save | 35 |
Defense: Resistances
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 60% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| 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 255 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cunning / Poisons | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Crippling Poison |
| talent | Insidious Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
| detrimental effect | Ogre or Bust is fed upon by Cyrarinne the midge swarm. Fed Upon |
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 injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the 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 within5 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 50% (based on Cunning), costing 50 power out of 32/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Belyrema the pouch of dwarven-steel shots (29/45, 148% power, 7 apr) Belyrema the pouch of dwarven-steel shots (29/45, 148% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 148% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +5.0% Capacity: 45 Turns elapse between self-loadings: 5 On weapon hit: * 20% chance to curse the target Damage (Ranged): +6 blight / +6 cold / +7 darkness / +4 temporal Burst (radius 1) on hit: +4 mind / +8 temporal Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +53.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chalysin the hardened leather cap (9 def, 3 armour) Chalysin the hardened leather cap (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +2 Con Changes resistances: +3% physical / +10% cold / +8% fire Changes damage: +18% physical A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Beterinor' (0 def, 2 armour) dwarven-steel gauntlets 'Beterinor' (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): 7 lightning Changes stats: +3 Dex / +2 Wil / +4 Con Changes resistances: +7% lightning Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Infravision radius: +2 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 | Dairildir DairildirPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Fatigue: -5% Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +5 Mag / +5 Wil / +3 Cun / +1 Con Reduces incoming crit damage: 5.00% Maximum encumbrance: +23 Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Blazemaster the gold ring Blazemaster the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +6% light / +12% fire / +3% mind / +6% nature Physical save: +11 (+6 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+5 eff.) Cut immunity: +10% Rings can have magical properties. |
| Around neck | Gloomhue the steel amulet Gloomhue the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +3 Dex Changes resistances: +10% temporal Changes resistances penetration: +10% darkness / +5% physical Physical save: +6 (+3 eff.) Cut immunity: +50% Pinning immunity: +20% Knockback immunity: +22% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 215 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Lightblow the rough leather sling Lightblow the rough leather slingRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to daze at end of turn * 40% chance to blind Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +9% acid / +7% fire / +8% cold / +8% lightning Changes resistances penetration: +10% lightning Spell save: +6 (+3 eff.) Light radius: +1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | hardened leather belt 'Barudugar' hardened leather belt 'Barudugar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag Changes resistances: +8% lightning / +6% temporal Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 A belt that goes around your waist. |
| In off hand | deflecting dwarven-steel shield of cold resistance (+21%) (15 def, 2 armour, 100% power, 87 block) deflecting dwarven-steel shield of cold resistance (+21%) (15 def, 2 armour, 100% power, 87 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +87 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +21% cold Talent granted: +3 Block Deflect projectiles away: +4% Handheld deflection devices. |
| Cloak | Gloroba (1 def, 0 armour) Gloroba (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Con Changes resistances: +6% mind / +3% physical Life regen: +0.20 Maximum life: +31.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borysus (15 def, 12 armour) Borysus (15 def, 12 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +12 Defense: +15 (+5 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +3 Cun / +3 Dex Mental save: +13 (+6 eff.) Life regen: +2.50 Stamina each turn: +0.60 Maximum life: +28.00 A suit of armour made of leather. |
Inventory
Bokorath the steel amulet Bokorath the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Con Critical mult.: +20.00% Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
Gorerin =2str= Gorerin =2str=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +4 Cun / +3 Con Light radius: +2 Amulets can have magical properties. |
Shantiz the Stormblade (111% power, 20 apr) =20 dex= Shantiz the Stormblade (111% power, 20 apr) =20 dex=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. steel waraxe (108% power, 3 apr)steel waraxe (108% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% 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% One-handed war axes. |
Barykor BarykorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +9.0% Physical power: +4 (+1 eff.) Changes stats: +3 Dex Critical mult.: +14.00% A belt that goes around your waist. |
Khelyralin the iron helm (0 def, 3 armour) =water= Khelyralin the iron helm (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% Changes stats: +2 Wil Changes resistances: +5% cold / +3% physical Changes damage: +6% mind Allows you to breathe in: water Physical save: +3 (+2 eff.) Life regen: +0.20 Mindpower: +6 (+3 eff.) 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. Runigen (0 def, 5 armour)Runigen (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +12% nature Physical save: +9 (+5 eff.) Silence immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +25% 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 36.5 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Yarethel the Brightmonster (9 def, 3 armour) Yarethel the Brightmonster (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 8 light Changes stats: +4 Dex / +2 Wil / +3 Cun Changes resistances: +6% light Changes damage: +3% light Mindpower: +4 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron helm of absorption (0 def, 3 armour)iron helm of absorption (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Stamina when hit: +1.00 Equilibrium when hit: +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
122 alchemist agate 122 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 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. |
9 spinel 9 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
This item will automatically be transmogrified when you leave the level. Yvoramiwe the Kindleresolve [power 25] (35/20 cooldown)Yvoramiwe the Kindleresolve [power 25] (35/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +6% fire Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +25% mind / +20% fire Changes damage: +12% fire Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
quartz quartz0.00 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. |
4 ametrine 4 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. |
13 citrine 13 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. |
5 zircon 5 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 Ogre or Bust the Ogre Skirmisher level 7
13rd Dusk 122nd year of Ascendancy at 15:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ogre or Bust the Ogre Skirmisher level 21
30th Haze 122nd year of Ascendancy at 06:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ogre or Bust the Ogre Skirmisher level 10
24th Dusk 122nd year of Ascendancy at 13:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ogre or Bust the Ogre Skirmisher level 20
19th Haze 122nd year of Ascendancy at 01:11 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ogre or Bust the Ogre Skirmisher level 14
58th Dusk 122nd year of Ascendancy at 12:17 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ogre or Bust the Ogre Skirmisher level 19
18th Haze 122nd year of Ascendancy at 11:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ogre or Bust the Ogre Skirmisher level 6
4th Dusk 122nd year of Ascendancy at 14:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ogre or Bust the Ogre Skirmisher level 11
28th Dusk 122nd year of Ascendancy at 14:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ogre or Bust the Ogre Skirmisher level 20
27th Haze 122nd year of Ascendancy at 07:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ogre or Bust the Ogre Skirmisher level 14
41st Dusk 122nd year of Ascendancy at 23:55 see stats
Log
Ogre or Bust shoots!
Cyrarinne the midge swarm speeds up.
Cyrarinne the midge swarm slows down.
Cyrarinne the midge swarm resists the mind attack!
Ogre or Bust's Shoot performs a ranged critical strike against Cyrarinne the midge swarm!
Turtle misses Ogre or Bust.
Cyrarinne the midge swarm hits Ogre or Bust for 82 mind damage.
Ogre or Bust's Shoot hits Something for 7 light damage.
Ogre or Bust's Shoot hits Turtle for 1 light damage.
Ogre or Bust's Shoot hits Cyrarinne the midge swarm for 138 physical, 3 temporal, 6 darkness, 5 cold, 5 blight, 1 physical, 3 mind, 6 temporal, 3 light (170 total damage).
Ogre or Bust's Shoot hits Shadow for 4 mind, 8 temporal, 8 light (20 total damage).
Ogre or Bust hits Cyrarinne the midge swarm for 3 physical, 3 mind, 3 physical, 2 mind (12 total damage).
Cyrarinne the midge swarm recovers sight.
Cyrarinne the midge swarm is no longer poisoned.
Cyrarinne the midge swarm uses Willful Strike.
Cyrarinne the midge swarm hits Ogre or Bust for 144 physical damage.
Ogre or Bust receives 23 healing.
Ogre or Bust shoots!
Cyrarinne the midge swarm speeds up.
Cyrarinne the midge swarm slows down.
Cyrarinne the midge swarm resists the mind attack!
Cyrarinne the midge swarm loses sight!
Shadow resists the mind attack!
Cyrarinne the midge swarm hits Ogre or Bust for 80 mind damage.
Ogre or Bust's Shoot hits Cyrarinne the midge swarm for 92 physical, 3 temporal, 6 darkness, 5 cold, 5 blight, 1 physical, 3 mind, 6 temporal (122 total damage).
Ogre or Bust's Shoot hits Shadow for 2 mind, 8 temporal (10 total damage).
Ogre or Bust hits Cyrarinne the midge swarm for 3 physical, 2 mind, 3 physical, 3 mind (12 total damage).
Turtle misses Ogre or Bust.
Saving game...
