










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 15 / 77% |
| Size | huge |
| Lifes / Deaths | Killed by yellow jelly at level 15 on the 29th Dusk 122nd year of Ascendancy at 16:30 / 1 |
Primary Stats
| Strength | 30 (base 25) |
| Dexterity | 10 (base 11) |
| Constitution | 26 (base 23) |
| Magic | 39 (base 32) |
| Willpower | 8 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -8/460 |
| Vim | 28/91 |
| Healing Factor | 1.1724489795918 |
| Regeneration | 1.3483163265306 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 33 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 33 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +12% |
| Nature | +20% |
| Darkness | +18% |
| Cold | +4% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 39.08934837382 (81.030927835052%) |
| Defense | 32 |
| Ranged Defense | 36 |
| Fatigue | 22 |
| Physical Save | 28 |
| Spell Save | 34 |
| Mental Save | 13 |
Defense: Resistances
| Nature | + 29%( 70%) |
| Acid | + 32%( 70%) |
| Light | + 27%( 70%) |
| Lightning | + 36%( 70%) |
| Cold | + 29%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 24%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 36% |
| Disarm Resistance | 28% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 392% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Bone Shield |
| talent | Willful Tormenter |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is wide awake and has 32% resistance to sleep effects. Insomnia |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is near an antimagic bush, granting +20% nature damage, +20% nature resistance penetration and -21 spellpower. Antimagic Bush |
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 worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Betyba the Nimbusguile (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% lightning Melee Ret 8 physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue -3% Resists +15% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Radiancetrial'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +12% light Melee Ret 20 lightning ----- def ----- Resists +10% light Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 75.86 damage. The damage dealt will increase with your Spellpower. 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 | Olidudan the Duskwitch (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% darkness Acc +2 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +5 Fatigue +5% Resists +1% physical Heal.mod +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 69.4 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Eclipsedeath the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +2 Melee+ 6 cold Dmg.mod +4% cold On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Resists +6% cold ---------- misc Mana/turn +0.08 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gleba the Airrune [power 47] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +0.90 Stun/Frz- +21% Rings can have magical properties. |
| On fingers | wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Confus- +21% Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | balanced steel greatsword of massacre (36-57.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed swords. |
| Around waist | Branebar1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% fire Spell.save +6 (+3 eff.) Blind- +10% Stun/Frz- +20% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | insidious steel mace of massacre (22.5-31.5 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 insidious poison Blunt and deadly. |
| Cloak | linen cloak 'Layetira' (8 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +8 (+4 eff.) Resists +12% nature +6% cold Phys.save +6 (+3 eff.) Confus- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Strikeglamour' (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% acid +6% lightning A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 253 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 33)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Harehor the steel greatsword (24.5-39.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 acid +14 mind On Hit: * 20% chance to cause random gloom While equipped: Stats +5 Cun +9 Wil ----- def ----- Resists +18% acid ---------- misc Light +2 Massive two-handed swords. |
slimy woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * Slows global speed by 4% * 5 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 26% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
reinforced steel shield (6 def, 7 armour, 77.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
58 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Ragoyon' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +6 Wil +4 Cun ----- def ----- Fatigue -5% ---------- misc Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Mind.save +10 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
barbed pouch of steel shots of wind (18/18, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature/Master Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +7 bleed On Hit: * 10% chance to create an air burst On Crit: * wounds the target for 7 turns: 10 bleeding, 42% reduced healing Shots are used with slings to pummel your foes to death. |
high-capacity pouch of steel shots of daylight (49/49, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 49 Ranged+ +8 light Against +8% Undead While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
hateful steel torque of thermal psionic shield [power 45] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 5 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ogre Jack the Ogre Reaver level 14
28th Dusk 122nd year of Ascendancy at 13:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ogre Jack the Ogre Reaver level 10
3rd Summertide 122nd year of Ascendancy at 19:06 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ogre Jack the Ogre Reaver level 13
20th Dusk 122nd year of Ascendancy at 05:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ogre Jack the Ogre Reaver level 8
8th Mirth 122nd year of Ascendancy at 21:04 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ogre Jack the Ogre Reaver level 11
1st Dusk 122nd year of Ascendancy at 20:59 see stats
Log
You can not use objects while sleeping!
Bleeding from Dremling hits Ogre Jack for 13 physical damage.
You are asleep and unable to move!
Lisugakira the treant uses Mind Sear.
Lisugakira the treant hits Ogre Jack for 188 mind damage.
Ogre Jack is no longer sleeping.
Ogre Jack calms down.
Talent Soul Rot is ready to use.
Bleeding from Dremling hits Ogre Jack for 13 physical damage.
Ogre Jack casts Rune: Phase Door.
Ogre Jack is out of phase.
Lisugakira the treant uses Sleep.
Ogre Jack has been put to sleep.
Bleeding from Dremling hits Ogre Jack for 11 physical damage.
You are asleep and unable to move!
Ogre Jack uses Infusion: Movement.
Ogre Jack is moving freely.
Ogre Jack is moving at extreme speed!
Ogre Jack stops bleeding.
Ogre Jack slows down.
Something hits Ogre Jack for 158 mind damage.
Ogre Jack is no longer sleeping.
Talent Infusion: Regeneration is ready to use.
Saving game...











































































