









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Items Vault 1.5.0Donators/Buyers bonus! Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 44 / 73% |
Size | big |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 43 on the 68th Pyre 123rd year of Ascendancy at 11:50 / 1 |
Primary Stats
Strength | 17 (base 14) |
Dexterity | 34 (base 14) |
Constitution | 20 (base 20) |
Magic | 77 (base 60) |
Willpower | 74 (base 60) |
Cunning | 75 (base 57) |
Resources
Mana | 778/778 |
Life | 1219/1219 |
Paradox | 300 |
Hate | 50/100 |
Equilibrium | 0 |
Vim | 242/242 |
Positive | 0/159 |
Stamina | 329/329 |
Psi | 184/184 |
Healing Factor | 0.98844736842106 |
Regeneration | 1.6309381578947 |
Speed
Mental | +15.46199386531% |
Attack | 0% |
Movement | 0% |
Spell | +15.46199386531% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 42.105521477135 |
See Invisible | 51.105521477135 |
Offense: Offhand
Damage | 85 |
Accuracy | 67 |
Crit Chance | 60% |
APR | 12 |
Speed | 0.87 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 41% |
Speed | 0.86608585779883 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Temporal | +9% |
Nature | +43% |
Arcane | +21% |
Physical | +16% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +25% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 62.52442471581 (92.222222222222%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 22 |
Physical Save | 49 |
Spell Save | 61 |
Mental Save | 55 |
Defense: Resistances
Acid | + 10%( 76%) |
Blight | + 18%( 76%) |
Arcane | + 11%( 76%) |
Cold | + 10%( 76%) |
All | + 4%( 76%) |
Lightning | + 20%( 76%) |
Temporal | + 41%( 76%) |
Darkness | + 18%( 76%) |
Physical | + 17%( 76%) |
Mind | + 10%( 76%) |
Nature | + 43%( 76%) |
Defense: Immunities
Pinning Resistance | 61% |
Confusion Resistance | 81% |
Fear Resistance | 60% |
Teleport Resistance | 15% |
Blind Resistance | 31% |
Disarm Resistance | 22% |
Stun Resistance | 88% |
Instadeath Resistance | 100% |
Knockback Resistance | 84% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 486.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic 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 903% 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 Magic stat. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Focus | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Chant of Fortress |
talent | Phase Pulse |
talent | Lacerating Strikes |
talent | Deflection |
talent | Gloom |
talent | Elemental Discord |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by orc soldier. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton magus. Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1126. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of wight ectoplasm. * You've found the needed faerlhing fang. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * You've found the needed ritch stinger. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Base power: 63.5 - 101.6 Uses stat: 120% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Damage (Melee): +19 temporal / +14 nature / +12 physical When wielded/worn: Armour penetration: +2 Physical crit. chance: +21.0% Physical power: +19 (+9 eff.) Changes stats: +4 Dex Changes resistances: +3% blight Maximum life: +30.00 Massive two-handed swords. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +26% Confusion immunity: +11% Light radius: +8 See stealth: +8 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 7.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 lightning / 20 temporal Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +10% temporal Changes damage: +6% lightning Stamina when hit: +1.20 Equilibrium when hit: +1.80 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Lck / +6 Dex Changes resistances: +6% mind Changes resistances penetration: +10% blight Changes damage: +12% physical Stealth bonus: +10 Physical save: +9 (+3 eff.) Stamina each turn: +0.60 Mana each turn: +0.16 Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +2 Changes stats: +2 Wil / +3 Mag Changes resistances: +6% acid Maximum wards: +5 acid / +3 nature / +5 light Talent cooldown: Lay Web (-1 turn) Talents granted: +3 Lay Web +1 Ward Critical mult.: +10.00% Pinning immunity: +20% Teleport immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 75 and armour hardiness by 70%, putting all charms on cooldown for 17 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Dex / +5 Mag / +5 Wil / +6 Cun Mental save: +9 (+3 eff.) Disarm immunity: +22% Pinning immunity: +31% Knockback immunity: +24% Equilibrium when hit: +0.16 Maximum life: +29.00 Maximum psi: +20.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +32% nature / +9% blight Changes damage: +16% nature / +6% arcane Spell save: +26 (+7 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes resistances cap: +6% all Changes damage: +24% nature / +9% temporal Physical save: +21 (+7 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 nature / 8 temporal Changes stats: +5 Cun / +7 Wil Changes resistances: +7% arcane / +3% nature Changes resistances penetration: +10% temporal Changes damage: +3% nature Spell save: +19 (+5 eff.) Mental save: +18 (+6 eff.) Life regen: +1.40 Maximum life: +54.00 Healing mod.: +16% A suit of armour made of mail. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +16 Damage (Melee): 8 physical Changes resistances: +3% blight / +6% cold Changes damage: +4% physical Mental save: +3 (+1 eff.) Blindness immunity: +5% Pinning immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 10% chance to inflict 15% damage reduction * 13% chance to disease * 20% chance to curse the target Damage (Melee): +7 blight / +13 temporal When wielded/worn: Damage when hit (Melee): 13 temporal Changes stats: +2 Wil Changes resistances: +13% temporal Critical mult.: +10.00% Disease immunity: +23% Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +1 Dex Changes resistances: +15% darkness / +16% temporal Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% lightning / +10% temporal Changes damage: +15% arcane Mana each turn: +0.08 Maximum mana: +100.00 See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -759 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 662 damage for 5 turns. 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 0% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+5 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 21 power out of 30/30) : Effective talent level: 4.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 28.89 mind damage, 28.89 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 2.38 mind and 2.38 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 0% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 14 power out of 16/16) : Effective talent level: 6.0 Power cost: 14 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 17 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +6 Wil Changes resistances: +14% blight / +15% nature / +6% mind Changes resistances penetration: +5% acid / +25% mind Changes damage: +3% acid Mental save: +10 (+3 eff.) Life regen: +2.00 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +8 Wil Changes resistances penetration: +15% nature Changes damage: +18% nature Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +1 Wil / +8 Cun / +7 Con Changes resistances: +12% lightning / +10% temporal / +3% acid Changes resistances penetration: +20% acid Grants telepathy: Humanoid/Orc Physical save: +25 (+9 eff.) Mental save: +17 (+5 eff.) Life regen: +4.10 Healing mod.: +16% A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+10 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 31 mind / 32 darkness Changes stats: +4 Str / +2 Dex Changes resistances: +1% physical Mental save: -9 (-3 eff.) Life regen: +2.40 Stamina each turn: +1.40 Maximum stamina: +45.00 Mindpower: +10 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +8% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 17 blight damage or heals 25 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 172 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 726.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
Achievements
By Dazso the Ogre Adventurer level 39
42nd Pyre 123rd year of Ascendancy at 16:38 see stats
By Dazso the Ogre Adventurer level 21
41st Haze 122nd year of Ascendancy at 07:45 see stats
By Dazso the Ogre Adventurer level 38
41st Pyre 123rd year of Ascendancy at 02:12 see stats
By Dazso the Ogre Adventurer level 43
68th Pyre 123rd year of Ascendancy at 10:12 see stats
By Dazso the Ogre Adventurer level 41
59th Pyre 123rd year of Ascendancy at 10:20 see stats
By Dazso the Ogre Adventurer level 16
31st Haze 122nd year of Ascendancy at 04:25 see stats
By Dazso the Ogre Adventurer level 5
3rd Mirth 122nd year of Ascendancy at 03:23 see stats
By Dazso the Ogre Adventurer level 40
55th Pyre 123rd year of Ascendancy at 19:57 see stats
By Dazso the Ogre Adventurer level 35
30th Pyre 123rd year of Ascendancy at 03:29 see stats
By Dazso the Ogre Adventurer level 31
44th Regrowth 123rd year of Ascendancy at 15:36 see stats
By Dazso the Ogre Adventurer level 21
40th Haze 122nd year of Ascendancy at 15:58 see stats
By Dazso the Ogre Adventurer level 34
18th Pyre 123rd year of Ascendancy at 15:05 see stats
By Dazso the Ogre Adventurer level 5
3rd Mirth 122nd year of Ascendancy at 03:23 see stats
By Dazso the Ogre Adventurer level 23
71st Haze 122nd year of Ascendancy at 21:20 see stats
By Dazso the Ogre Adventurer level 21
41st Haze 122nd year of Ascendancy at 07:14 see stats
By Dazso the Ogre Adventurer level 10
8th Flare 122nd year of Ascendancy at 21:42 see stats
By Dazso the Ogre Adventurer level 20
39th Haze 122nd year of Ascendancy at 07:03 see stats
By Dazso the Ogre Adventurer level 30
22nd Regrowth 123rd year of Ascendancy at 13:08 see stats
By Dazso the Ogre Adventurer level 40
52nd Pyre 123rd year of Ascendancy at 14:51 see stats
By Dazso the Ogre Adventurer level 11
5th Dusk 122nd year of Ascendancy at 03:35 see stats
By Dazso the Ogre Adventurer level 28
80th Haze 122nd year of Ascendancy at 15:07 see stats
By Dazso the Ogre Adventurer level 39
52nd Pyre 123rd year of Ascendancy at 11:05 see stats
By Dazso the Ogre Adventurer level 22
48th Haze 122nd year of Ascendancy at 02:37 see stats
By Dazso the Ogre Adventurer level 41
55th Pyre 123rd year of Ascendancy at 22:08 see stats
By Dazso the Ogre Adventurer level 21
41st Haze 122nd year of Ascendancy at 07:45 see stats
By Dazso the Ogre Adventurer level 5
10th Mirth 122nd year of Ascendancy at 12:06 see stats
By Dazso the Ogre Adventurer level 21
41st Haze 122nd year of Ascendancy at 07:45 see stats
By Dazso the Ogre Adventurer level 23
71st Haze 122nd year of Ascendancy at 16:46 see stats
By Dazso the Ogre Adventurer level 33
52nd Regrowth 123rd year of Ascendancy at 07:30 see stats
By Dazso the Ogre Adventurer level 9
5th Flare 122nd year of Ascendancy at 17:39 see stats
By Dazso the Ogre Adventurer level 31
45th Regrowth 123rd year of Ascendancy at 00:33 see stats
By Dazso the Ogre Adventurer level 25
73rd Haze 122nd year of Ascendancy at 16:07 see stats
By Dazso the Ogre Adventurer level 18
36th Haze 122nd year of Ascendancy at 09:31 see stats
By Dazso the Ogre Adventurer level 43
68th Pyre 123rd year of Ascendancy at 11:50 see stats
By Dazso the Ogre Adventurer level 38
40th Pyre 123rd year of Ascendancy at 22:24 see stats
Log
Ran for 2 turns (stop reason: object seen).
There is an item here: Morningwill the dwarven-steel pickaxe (dig speed 30 turns)
There is an item here: dwarven-steel pickaxe 'Nimbusclamor' (dig speed 23 turns)
There is an item here: dwarven-steel pickaxe of wreckage (dig speed 25 turns)
Ran for 2 turns (stop reason: object seen).
There is an item here: stralite longsword 'Aeridil' (33-46.2 power, 5 apr)
There is an item here: Coalsaw (38.5-53.9 power, 6 apr)
There is an item here: Dawnspawner the voratun waraxe (39.5-55.3 power, 6 apr)
There is an item here: Cloudrupture the voratun mace (46-64.4 power, 21 apr)
There is an item here: Plate of the Blackened Mind (15 def, 40 armour)
There is an item here: Xira the Coalschism (7 def, 13 armour)
There is an item here: stralite plate armour 'Ulothad' (7 def, 13 armour)
There is an item here: Gloriseda the Dazzleravager (82-123 power, 4 apr)
There is an item here: Fuluvor the voratun greatmaul (86-129 power, 4 apr)
Dazso deactivates Elemental Discord.
Dazso deactivates Lacerating Strikes.
Dazso deactivates Deflection.
Dazso deactivates Beyond the Flesh.
Dazso deactivates Chant of Fortress.
Dazso deactivates Gloom.
Dazso deactivates Phase Pulse.
Dazso deactivates Shadow Combat.
Dazso deactivates Shadow Feed.