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 / 68% |
| Size | huge |
| Lifes / Deaths | Killed by Betille the rogue at level 19 on the 52nd Haze 122nd year of Ascendancy at 08:46 / 1 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 42 (base 37) |
| Willpower | 18 (base 10) |
| Cunning | 55 (base 46) |
Resources
| Life | -13/594 |
| Mana | 142/198 |
| Stamina | 179/179 |
| Healing Factor | 1.1894802040321 |
| Regeneration | 95.375466796814 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.181053733966% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 48.505322849936 |
| See Invisible | 48.505322849936 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 40 |
| Crit Chance | 26% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.062037804251 (71.102564102564%) |
| Defense | 21 |
| Ranged Defense | 34 |
| Fatigue | 2 |
| Physical Save | 25 |
| Spell Save | 36 |
| Mental Save | 34 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 0% |
| Stun Resistance | 52% |
| Silence Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 46% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 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 883% for 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Shielding |
| talent | Arcane Combat |
| talent | Feather Wind |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 162.62 nature damage per turn. Poison |
| beneficial effect | A flow of life spins around the target, regenerating 78.73 life per turn. Regeneration |
| detrimental effect | The target is poisoned, taking 26.62 nature damage per turn and decreasing all heals received by 36%. Insidious Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within2 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 | Emylravena (0 def, 9 armour) =7str= Emylravena (0 def, 9 armour) =7str=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +9 Fatigue: +2% Changes stats: +7 Str / +4 Con Changes resistances penetration: +10% physical Changes damage: +6% physical Maximum life: +20.00 Healing mod.: +5% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glowbiter the brass lantern =2dex= Glowbiter the brass lantern =2dex=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Wil Changes resistances: +3% light Grants telepathy: Dragon Demon/Major Demon/Minor Maximum life: +44.00 Light radius: +4 Infravision radius: +3 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 | Salarath the rough leather cap (0 def, 5 armour) Salarath the rough leather cap (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +5 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% physical Stamina each turn: +0.60 Mindpower: +3 (+2 eff.) Healing mod.: +5% A cap made of leather. |
| Tool | ash totem of cure ailments 'Tuloromiduvor' [power 2] (1/10 cooldown) ash totem of cure ailments 'Tuloromiduvor' [power 2] (1/10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Spell save: +3 (+2 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Betheta BethetaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +5% arcane Blindness immunity: +25% Silence immunity: +28% Mana each turn: +0.12 Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. |
| On fingers | wizard's copper ring of sensing wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. |
| 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 main hand | Veloyarawe (136% power, 6 apr, arcane element) Veloyarawe (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 blight / +4 acid When wielded/worn: Armour: +3 Armour Hardiness: +2% Changes resistances: +3% blight Changes damage: +30% arcane / +9% blight Talent granted: +1 Command Staff Physical save: +17 (+9 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Manoldil' (0 def, 11 armour) rough leather gloves 'Manoldil' (0 def, 11 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +11 Damage (Melee): 6 physical Changes resistances penetration: +5% physical Changes damage: +4% physical Critical mult.: +3.00% Maximum stamina: +25.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Xerolle the steel mail armour (9 def, 12 armour) Xerolle the steel mail armour (9 def, 12 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +9 (+5 eff.) Fatigue: +14% Changes stats: +2 Cun / +2 Wil Changes resistances: +5% acid / +8% cold Allows you to breathe in: water Critical mult.: +10.00% Mental save: +13 (+6 eff.) Life regen: +1.20 Maximum life: +46.00 Healing mod.: +12% A suit of armour made of mail. |
| Cloak | Churak the Glowonslaught (10 def, 7 armour) Churak the Glowonslaught (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +7 Defense: +10 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +10% cold / +1% physical Changes damage: +3% light Critical mult.: +3.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glitterbraid the copper amulet =3str= Glitterbraid the copper amulet =3str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 4 fire Changes stats: +3 Str Changes resistances: +12% fire Changes damage: +3% light Amulets can have magical properties. |
Inventory
manasurge rune of the wizard (823% regen over 10 turns; 41 instant mana) manasurge rune of the wizard (823% regen over 10 turns; 41 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 823% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
marksman's copper ring =2dex= marksman's copper ring =2dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings can have magical properties. |
warrior's steel ring of nature (+22%) =2str= warrior's steel ring of nature (+22%) =2str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Xerytta (104% power, 6 apr) Xerytta (104% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% 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: * 40% chance to corrode armour by 30% Damage (Melee): +4 acid / +8 mind Burst (radius 2) on crit: +16 mind / +4 acid When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 12 acid Disarm immunity: +18% Sharp, short and deadly. |
steel dagger of crippling (100% power, 6 apr) =cripple= steel dagger of crippling (100% power, 6 apr) =cripple=Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 100% 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% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
thunderous steel dagger of the mystic (104% power, 6 apr) =1str/1dex= thunderous steel dagger of the mystic (104% power, 6 apr) =1str/1dex=Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% 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% On weapon hit: * 8% chance to daze at end of turn When wielded/worn: Changes stats: +1 Str / +1 Dex / +4 Mag / +4 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% lightning Spellpower: +5 (+1 eff.) Sharp, short and deadly. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Nimbusriver (100% power, 2 apr, physical element) Nimbusriver (100% power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces 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% Burst (radius 1) on hit: +12 lightning When wielded/worn: Defense: +12 (+6 eff.) Fatigue: -6% Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +2 Mag / +3 Con Changes damage: +10% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
Harogodil =4str/32hp= Harogodil =4str/32hp=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +2 Cun Changes resistances: +6% mind Maximum life: +32.00 Infravision radius: +2 A belt that goes around your waist. |
Demonlore (1 def, 0 armour) =2cun/1dex= Demonlore (1 def, 0 armour) =2cun/1dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +2 Cun / +1 Dex Changes resistances: +3% light / +1% physical Poison immunity: +20% Disease immunity: +5% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xinne' (1 def, 0 armour) =4str/2dex= linen cloak 'Xinne' (1 def, 0 armour) =4str/2dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +4 Str / +2 Dex / +3 Mag / +2 Cun Changes resistances: +12% acid / +6% fire Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islavea the Thunderwinnow (0 def, 1 armour) =3dex= Islavea the Thunderwinnow (0 def, 1 armour) =3dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +12% lightning / +5% arcane Changes damage: +9% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Noyadig the dwarven-steel gauntlets (0 def, 2 armour) =4str= Noyadig the dwarven-steel gauntlets (0 def, 2 armour) =4str=Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Wil / +2 Con Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +6% temporal Talent mastery: +0.20 Technique / Grappling Disarm immunity: +32% Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinuba the iron helm (0 def, 3 armour) =water= Eilinuba 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 resistances: +6% cold / +2% physical Changes resistances penetration: +5% arcane Allows you to breathe in: water Pinning immunity: +5% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hurosus the iron helm (0 def, 3 armour) =5dex= Hurosus the iron helm (0 def, 3 armour) =5dex=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: +5 Dex / +2 Cun Changes resistances penetration: +5% acid Grants telepathy: Dragon See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 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. |
112 alchemist agate 112 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 topaz 2 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 'Mayoda' (dig speed 38 turns) =1str/4dex= iron pickaxe 'Mayoda' (dig speed 38 turns) =1str/4dex=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +1 Str / +4 Dex / +2 Cun / +1 Con Changes resistances: +11% nature Changes damage: +5% nature See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) =2str= iron pickaxe of endurance (dig speed 36 turns) =2str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 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. |
amethyst 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. |
8 ametrine 8 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. |
6 citrine 6 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 Two Hands Too Big the Ogre Arcane Blade level 7
2nd Flare 122nd year of Ascendancy at 15:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Two Hands Too Big the Ogre Arcane Blade level 10
5th Dusk 122nd year of Ascendancy at 07:12 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
77th Dusk 122nd year of Ascendancy at 21:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Two Hands Too Big the Ogre Arcane Blade level 12
20th Dusk 122nd year of Ascendancy at 14:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Two Hands Too Big the Ogre Arcane Blade level 7
1st Dusk 122nd year of Ascendancy at 03:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Two Hands Too Big the Ogre Arcane Blade level 10
7th Dusk 122nd year of Ascendancy at 07:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Two Hands Too Big the Ogre Arcane Blade level 15
41st Dusk 122nd year of Ascendancy at 04:46 see stats
Log
Two Hands Too Big reflects damage back to Betille the rogue!
Poison from Betille the rogue hits Two Hands Too Big for (111 absorbed), 21 nature (21 total damage).
Insidious Poison from Betille the rogue hits Two Hands Too Big for (26 absorbed), 0 nature (0 total damage).
Two Hands Too Big hits Betille the rogue for 26 reflected, 111 reflected (137 total damage).
Bloated ooze misses Two Hands Too Big.
Betille the rogue shares damage with his oozes!
Betille the rogue hits Two Hands Too Big for 92 nature, 60 mind (153 total damage).
Two Hands Too Big hits Betille the rogue for 2 light, 2 fire, 2 light, 2 fire (8 total damage).
Two Hands Too Big casts Teleport.
Two Hands Too Big speeds up.
Poison from Betille the rogue hits Two Hands Too Big for 157 nature damage.
Insidious Poison from Betille the rogue hits Two Hands Too Big for 26 nature damage.
Betille the rogue is no longer evading attacks.
Betille the rogue uses Highborn's Bloom.
Two Hands Too Big casts Arcane Reconstruction.
Two Hands Too Big's spell attains critical power!
Two Hands Too Big receives 334 healing.
Poison from Betille the rogue hits Two Hands Too Big for 157 nature damage.
Insidious Poison from Betille the rogue hits Two Hands Too Big for 26 nature damage.
Two Hands Too Big wears (replacing iron pickaxe 'Mayoda' (dig speed 38 turns) =1str/4dex=): ash totem of cure ailments 'Tuloromiduvor' [power 2] (10 cooldown).
Talent Infusion: Regeneration is ready to use.
Poison from Betille the rogue hits Two Hands Too Big for 175 nature damage.
Insidious Poison from Betille the rogue hits Two Hands Too Big for 29 nature damage.
Two Hands Too Big uses Infusion: Regeneration.
Two Hands Too Big starts regenerating health quickly.
Saving game...
