










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 14 / 36% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 21st Dusk 122nd year of Ascendancy at 02:39 / 2Killed by worm that walks at level 14 on the 21st Dusk 122nd year of Ascendancy at 02:52 |
Primary Stats
| Strength | 43 (base 36) |
| Dexterity | 18 (base 11) |
| Constitution | 37 (base 34) |
| Magic | 12 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -68/498 |
| Stamina | 32/162 |
| Healing Factor | 1.4341015905906 |
| Regeneration | 4.0871895331831 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 14 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 31 |
| Crit Chance | 20% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| Blight | +5% |
| Arcane | +12% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 44.08934837382 (81.151787968034%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 19 |
| Physical Save | 24 |
| Spell Save | 18 |
| Mental Save | 30 |
Defense: Resistances
| Cold | + 29%( 70%) |
| Lightning | + 28%( 70%) |
| Acid | + 18%( 70%) |
| Temporal | + 32%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 15%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 21% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 449% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. | 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 |
Equipment
| On feet | [vs. Blizzardfame (6 def, 3 armour) (On feet)]Blizzardfame (6 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+2 eff.) (-) Armour: +3 (-) Defense: +6 (+3 eff.) (-) Changes stats: +3(-) Dex Changes resistances: +8%(-) lightning / +8%(-) temporal / +6%(-) cold Changes resistances penetration: +5%(-) arcane Changes damage: +12%(-) arcane / +6%(-) cold A pair of boots made of leather. |
| Light source | [vs. Voidknave the alchemist's lamp (Light source)]Voidknave the alchemist's lamp Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +7 (+3 eff.) (-) Effects on melee hit: * 10% chance to reduce damage dealt by 10% Damage (Melee): 0(-10) item darkness numbing Changes stats: +7(-) Wil Critical mult.: +12.00% (-) Spell save: +9 (+9 eff.) (-) Mental save: +7 (+3 eff.) (-) Mana each turn: +0.04 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Light radius: +7 (-) See stealth: +14 (-) See invisible: +14 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. bladed rough leather cap of dexterity (+4) (0 def, 1 armour) (On head)]bladed rough leather cap of dexterity (+4) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +4(-) Str / +3(-) Dex 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 90.1 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) =+penetration= (Tool)]Tooth of the Mouth (dig speed 12 turns) =+penetration= Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. copper ring of perseverance (On fingers, 1 of 2)]copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% (-) Life regen: +2.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of perseverance (On fingers, 1 of 2)]mule's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Mental save: +6 (+3 eff.) Confusion immunity: +21% Stun/Freeze immunity: +0% (-23%) Life regen: +0.00 (-2.00) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Hettydur the Glintwake (Around waist)]Hettydur the Glintwake Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9%(-) acid / +3%(-) cold / +3%(-) lightning / +3%(-) blight Changes damage: +3%(-) fire Life regen: +0.60 (-) Light radius: +3 (-) Healing mod.: +13% (-) A belt that goes around your waist. |
| In main hand | [vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 4/20) : Effective talent level: 2.6 Power cost: 20 out of 4/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | [vs. hardened leather gloves 'Veliraba' (0 def, 10 armour) (On hands)]hardened leather gloves 'Veliraba' (0 def, 10 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) (-) Armour: +10 (-) Changes stats: +2(-) Dex Changes resistances: +5%(-) arcane / +9%(-) lightning Mental save: +6 (+3 eff.) (-) Healing mod.: +10% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. steel plate armour 'Xeronne' (25 def, 13 armour) (Main armor)]steel plate armour 'Xeronne' (25 def, 13 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 (-) Defense: +25 (+16 eff.) (-) Fatigue: +22% (-) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize Changes resistances: +6%(-) mind / +3%(-) temporal Critical mult.: +10.00% (-) Mental save: +11 (+5 eff.) (-) Maximum stamina: +10.00 (-) A suit of armour made of metal plates. |
| Cloak | [vs. thick linen cloak (1 def, 6 armour) (Cloak)]thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Changes resistances: +12%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Flashquench the copper amulet (Around neck)]Flashquench the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1(-) Cun / +3(-) Con Changes resistances: +13%(-) temporal Changes damage: +3%(-) fire Reduces incoming crit damage: 15.00% (-) Pinning immunity: +22% (-) Knockback immunity: +20% (-) Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 130; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 nature talent. |
This item will automatically be transmogrified when you leave the level.manasurge rune (regen 844% over 10 turns; mana 42; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 844% for 10 turns (3 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 67; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Strength 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 spell talent. |
[vs. Flashquench the copper amulet (Around neck)]starlit copper amulet of mastery (0.11 Technique / Berserker's strength) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-13%) temporal / +10% light / +10% darkness Changes damage: +0%(-3%) fire Talent mastery: +0.11 Technique / Berserker's strength Reduces incoming crit damage: 0.00% (-15.00%) Blindness immunity: +21% Pinning immunity: +0% (-22%) Knockback immunity: +0% (-20%) Amulets make your neck look great! |
[vs. Flashquench the copper amulet (Around neck)]This item will automatically be transmogrified when you leave the level. stabilizing steel amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +0(-1) Cun / +0(-3) Con Changes resistances: +10%(-3%) temporal Changes damage: +0%(-3%) fire Reduces incoming crit damage: 0.00% (-15.00%) Pinning immunity: +20% (-2%) Knockback immunity: +22% (+2%) Amulets make your neck look great! |
[vs. Flashquench the copper amulet (Around neck)]This item will automatically be transmogrified when you leave the level. starlit steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-1) Cun / +0(-3) Con Changes resistances: +0%(-13%) temporal / +13% light / +12% darkness Changes damage: +0%(-3%) fire Reduces incoming crit damage: 0.00% (-15.00%) Blindness immunity: +21% Pinning immunity: +0% (-22%) Knockback immunity: +0% (-20%) Amulets make your neck look great! |
[vs. copper ring of perseverance (On fingers, 1 of 2)]copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +0% (-23%) Life regen: +0.00 (-2.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of perseverance (On fingers, 1 of 2)]copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Stun/Freeze immunity: +0% (-23%) Life regen: +0.00 (-2.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]Glacierpower (26-42 power, 2 apr) =con+ will+= Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6(-4.0 - -9.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +10 Con / +10 Wil Changes resistances: +3% lightning / +9% light / +3% mind Maximum life: +20.00 Massive two-handed swords. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming steel longsword (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3(-15.5 - -30.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-4) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +5 fire When wielded/worn: Sharp, long, and deadly. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. horrifying vined mindstar (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-25.5 - -46.0) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+11) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 5 mind / 5 darkness Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. fungal cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-7) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 60 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
[vs. steel plate armour 'Xeronne' (25 def, 13 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rough leather armour 'Aruda' (18 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-11) Defense: +18 (+13 eff.) (-7 (-3 eff.)) Fatigue: +6% (-16%) Damage (Melee): 0(-10) item temporal energize Changes resistances: +6% lightning / +0%(-3%) temporal / +5% arcane / +0%(-6%) mind Changes resistances penetration: +25% mind Critical mult.: +0.00% (-10.00%) Physical save: +3 (+1 eff.) Spell save: +12 (+7 eff.) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Pinning immunity: +10% Maximum stamina: +0.00 (-10.00) A suit of armour made of leather. |
[vs. steel plate armour 'Xeronne' (25 def, 13 armour) (Main armor)]Smoldervice (16 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-6) Defense: +16 (+12 eff.) (-9 (-4 eff.)) Fatigue: +8% (-14%) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 2 fire Changes stats: +5 Str / +4 Dex Changes resistances: +19%(+16%) temporal / +16% light / +12% fire / +0%(-6%) mind / +14% darkness Critical mult.: +0.00% (-10.00%) Physical save: +12 (+6 eff.) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Maximum stamina: +0.00 (-10.00) A suit of armour made of leather. |
[vs. steel plate armour 'Xeronne' (25 def, 13 armour) (Main armor)]Dairohir (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 (-5) Defense: +2 (+2 eff.) (-23 (-14 eff.)) Fatigue: +12% (-10%) Damage (Melee): 0(-10) item temporal energize Changes stats: +5 Str / +2 Dex Changes resistances: +16% acid / +0%(-3%) temporal / +0%(-6%) mind Changes damage: +3% physical Critical mult.: +0.00% (-10.00%) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Maximum stamina: +0.00 (-10.00) A suit of armour made of mail. |
[vs. steel plate armour 'Xeronne' (25 def, 13 armour) (Main armor)]Emylranor the Quenchoracle (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-6) Defense: +0 (+0 eff.) (-25 (-16 eff.)) Fatigue: +22% (-) Damage (Melee): 0(-10) item temporal energize Changes resistances: +5%(-1%) mind / +0%(-3%) temporal Changes resistances penetration: +15% arcane Changes damage: +3% cold / +3% arcane / +9% mind Critical mult.: +0.00% (-10.00%) Mental save: +11 (+5 eff.) (-) Maximum stamina: +0.00 (-10.00) A suit of armour made of metal plates. |
[vs. Hettydur the Glintwake (Around waist)]insulating rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +0%(-9%) acid / +0%(-3%) blight / +6% fire / +0%(-3%) lightning / +5%(+2%) cold Changes damage: +0%(-3%) fire Spell save: +5 (+3 eff.) Life regen: +0.00 (-0.60) Light radius: +0 (-3) Healing mod.: +0% (-13%) Size category: +1 A belt that goes around your waist. |
[vs. Blizzardfame (6 def, 3 armour) (On feet)]Frost Treads (1 def, 4 armour) =str+= Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour penetration: +0 (-6) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +4 (+1) Defense: +1 (+1 eff.) (-5 (-2 eff.)) Fatigue: +7% Changes stats: +4 Str / +0(-3) Dex / +4 Wil / +4 Cun Changes resistances: +0%(-8%) lightning / +20%(+14%) cold / +10% nature / +0%(-8%) temporal Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-12%) arcane / +15%(+9%) cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. hardened leather gloves 'Veliraba' (0 def, 10 armour) (On hands)]temporal dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) (-2 (-1 eff.)) Armour: +2 (-8) Fatigue: +3% Damage (Melee): 5 temporal Damage (Ranged): 8 temporal Changes stats: +2(-) Dex Changes resistances: +0%(-9%) lightning / +5% temporal / +0%(-5%) arcane Changes damage: +3% temporal Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Healing mod.: +0% (-10%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
4 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
116 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. |
[vs. Voidknave the alchemist's lamp (Light source)]Gloomwish the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-7) Wil / +1 Con Changes resistances: +3% darkness / +2% physical Changes damage: +6% darkness Critical mult.: +0.00% (-12.00%) Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Mental save: +6 (+3 eff.) (-1 (+0 eff.)) Mana each turn: +0.00 (-0.04) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Light radius: +3 (-4) See stealth: +5 (-9) See invisible: +8 (-6) 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. |
[vs. Voidknave the alchemist's lamp (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-7) Wil Critical mult.: +0.00% (-12.00%) Physical save: +6 (+3 eff.) Spell save: +0 (+0 eff.) (-9 (-9 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Mana each turn: +0.00 (-0.04) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum life: +43.00 Light radius: +3 (-4) See stealth: +0 (-14) See invisible: +0 (-14) Healing mod.: +11% 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. |
[vs. Tooth of the Mouth (dig speed 12 turns) =+penetration= (Tool)]iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +0 (-15) Fatigue: -5% Damage when hit (Melee): 0(-10) draining blight Changes stats: +2 Str Changes damage: +0%(-5%) blight When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
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 Activation costs 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. |
[vs. Tooth of the Mouth (dig speed 12 turns) =+penetration= (Tool)]steel torque of mindblast 'Cameroddalar' [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes stats: +1 Cun Changes resistances: +6% light / +3% acid Changes damage: +0%(-5%) blight Spell save: +3 (+2 eff.) When carried: Talent granted: +0(+-1) Dig It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Increase the duration of 2 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
[vs. Tooth of the Mouth (dig speed 12 turns) =+penetration= (Tool)]evasive ash totem of stinging [power 194] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +0 (-15) Damage when hit (Melee): 0(-10) draining blight Changes damage: +0%(-5%) blight When carried: Talent granted: +0(+-1) Dig It can be used to sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Elron the Ogre Berserker level 10
3rd Dusk 122nd year of Ascendancy at 17:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Elron the Ogre Berserker level 10
5th Dusk 122nd year of Ascendancy at 08:10 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Elron the Ogre Berserker level 11
9th Dusk 122nd year of Ascendancy at 22:03 see stats
Unstoppable (Roguelike)
Returned from the dead.By Elron the Ogre Berserker level 14
21st Dusk 122nd year of Ascendancy at 02:39 see stats
Log
Melee retaliation hits Worm that walks for 0 blight, 6 healing (0 total damage) [6 healing].
Elron hits Worm that walks for 66 physical damage.
Your shield crumbles under the damage!
The shield around Elron crumbles.
Talent Stunning Blow is ready to use.
Worm Rot from Worm that walks hits Elron for (41 absorbed), 0 blight, (31 absorbed), 1 acid (1 total damage).
Elron uses Stunning Blow.
Elron performs a melee critical strike against Worm that walks!
Elron's blood frenzy intensifies!
Worm that walks resists the stunning blow!
Elron performs a melee critical strike against Worm that walks!
A carrion worm mass has spawned from worm that walks' wounds!
Elron's blood frenzy intensifies!
Worm that walks resists the stunning blow!
Worm that walks casts Virulent Strike.
Worm that walks misses Elron.
Worm that walks HEALS from blight damage!
Ruin hits Worm that walks for 10 healing, 10 healing, 10 healing (0 total damage) [30 healing].
Worm that walks hits Elron for 11 physical, 23 blight, 5 physical, 7 light, 23 blight, 4 blight, 23 blight (96 total damage).
Melee retaliation hits Worm that walks for 0 blight, 6 healing, 0 blight, 6 healing, 0 blight, 6 healing (0 total damage) [17 healing].
Elron hits Worm that walks for 54 physical, 77 physical (130 total damage).
Talent Daunting Presence is ready to use.
Worm Rot from Worm that walks hits Elron for 41 blight, 32 acid (73 total damage).
Elron casts Rune: Shatter Afflictions.
A carrion worm mass bursts out of Elron!
Elron is free from the worm rot.
A shield forms around Elron.
Elron no longer revels in blood quite so much.














































































