











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 16 / 33% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 48 (base 43) |
| Willpower | 8 (base 10) |
| Cunning | 32 (base 28) |
Resources
| Life | 626/626 |
| Mana | 180/180 |
| Insanity | 0/100 |
| Healing Factor | 1.1045771506545 |
| Regeneration | 4.6944528902817 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 30.915571422826 |
| See Invisible | 36.915571422826 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 28 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Nature | +6% |
| Darkness | +14% |
| Blight | +4% |
| Mind | +6% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 23 (45%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 3 |
| Physical Save | 28 |
| Spell Save | 46 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 14%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Teleport Resistance | 20% |
| Pinning Resistance | 30% |
| Disarm Resistance | 22% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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 512% 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. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortress |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+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. | 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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Borahir the Brandkill (15 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ When Hit 2 fire defense ------ Armor +3 Defense +15 (+8 eff.) Fatigue +2% Unlife -20.00 life other ------- Max stamina +20.00 Rush: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +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. |
| On head | Xywe the Dimpain (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag defense ------ Defense +1 (+1 eff.) Resistance +12% darkness +3% acid Spell save +6 (+2 eff.) Life Regen +2.00 Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Psi when Hit +0.04 Max psi +10.00 A pointy cloth hat, very wizardly... |
| Tool | Iselaith (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature When Hit 2 arcane defense ------ Defense +5 (+3 eff.) Resistance +11% nature Life +20.00 Healmod +5% Silence Resist +20% Teleport Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Magmawhisper the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Armor +8 Resistance +2% physical +3% fire Crit Resistance 15.00% Life +20.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
| On fingers | warrior's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% acid defense ------ Armor +6 Resistance +22% acid Rings make your fingers look great! |
| Around waist | rough leather belt 'Rhygar'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Resistance +6% lightning +6% fire +6% cold Life +60.00 Stun Resist +10% other ------- See Invisibility +6 A belt that goes around your waist. |
| In main hand | Torachak (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +21.00% Spellpower +3 (+1 eff.) Damage +10% darkness +6% mind defense ------ Resistance +1% physical +3% fire Pinning Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +11 (+5 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 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. |
| Main armor | Islyrima (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun offense ------ Spell Crit +4% Critical power +10.00% Spellpower +5 (+2 eff.) Ignore resists +5% mind When Hit 4 mind defense ------ Resistance +9% all Spell save +35 (+12 eff.) other ------- Hate-on-crit +2.00 Psi-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Manochak the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex defense ------ Defense +5 (+3 eff.) Resistance +3% blight Physical save +9 (+4 eff.) Knockbk Resist +20% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 478%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+6 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
arcing iron longsword of massacre (117% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 117% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Sharp, long, and deadly. |
Duragorn the iron mace (109% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Disrupt Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 7% chance to slow global speed by 34% While equipped: Stats +4 Str +2 Con offense ------ Ignore Armor +1 defense ------ Resistance +1% physical Unlife -20.00 life other ------- Stamina/turn +2.00 Blunt and deadly. |
void walker's elm vilestaff of wizardry (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego++] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +1% Spellpower +5 (+2 eff.) Damage +10% fire defense ------ Resistance +10% blight +5% temporal +5% darkness Out-of-Phase Defense +6 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
cleansing rough leather belt1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +6% acid +6% blight A belt that goes around your waist. |
grounding rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +2 (+2 eff.) defense ------ Resistance +5% lightning +5% temporal Physical save +5 (+2 eff.) A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Singeglory' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Con offense ------ Damage +3% physical Ignore resists +5% fire defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silomida (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Mag offense ------ Mind Crit +4% Damage +11% nature +3% mind defense ------ Resistance +16% nature +7% all Crit Resistance 15.00% other ------- Hate-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belutha the Willowoblivion (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ Damage +6% lightning +9% nature On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +1 Resistance +3% blight +3% nature +9% lightning Physical save +12 (+6 eff.) Mind save +10 (+8 eff.) A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Turildir (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Dex +3 Con offense ------ Physical Power +9 (+4 eff.) Ignore resists +15% mind Accuracy +25 (+10 eff.) Ignore Armor +13 When Hit 2 mind defense ------ Armor +2 Fatigue +3% Resistance +12% blight Spell save +18 (+6 eff.) 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. |
Hettoragen (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun defense ------ Armor +1 Fatigue +1% Resistance +5% fire +3% darkness +6% cold Crit Resistance 15.00% Life Regen +4.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
linen wizard hat 'Singewrecker' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% darkness +9% fire Ignore resists +5% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Resistance +16% darkness +6% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
rough leather cap 'Aerazilakor' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal +6% nature Physical save +3 (+1 eff.) Confus Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
rough leather cap 'Elyratha' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +6% mind Physical save +6 (+3 eff.) Life +20.00 Life Regen +4.00 Teleport Resist +20% A cap made of leather. |
Robe of the Worm (Improved) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Cosmetic Item] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Urthanaridir the cured leather armour (9 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +1 Wil offense ------ Damage +6% arcane Ignore Shields +30% defense ------ Armor +4 Defense +9 (+5 eff.) Fatigue +7% Resistance +12% blight +17% fire +13% darkness Physical save +8 (+4 eff.) other ------- Mana/turn +0.04 Vim-on-crit +2.00 Light +2 A suit of armour made of leather. |
3 agate0.0 Encumbrance 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. |
44 alchemist agate0.0 Encumbrance 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. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Encumbrance 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. |
evasive elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Radheyachak the Noonburst [power 150] (13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Life +40.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +1 Fire a magical bolt dealing 154 fire damage Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By What's your hand doing, s the Ogre Writhing One level 15
5th Haze 122nd year of Ascendancy at 23:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By What's your hand doing, s the Ogre Writhing One level 10
6th Flare 122nd year of Ascendancy at 13:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By What's your hand doing, s the Ogre Writhing One level 10
9th Flare 122nd year of Ascendancy at 11:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By What's your hand doing, s the Ogre Writhing One level 14
74th Dusk 122nd year of Ascendancy at 22:17 see stats
Log
You gain 9.28 gold from the transmogrification of pair of iron boots 'Abyssarc' (0 def, 3 armour).
You gain 3.04 gold from the transmogrification of grounding pair of iron boots of tirelessness (0 def, 3 armour).
You gain 0.73 gold from the transmogrification of spellwoven woollen robe (0 def, 0 armour).
You gain 1.83 gold from the transmogrification of thick linen cloak of the Shaloren (1 def, 6 armour).
You gain 18.84 gold from the transmogrification of linen cloak 'Delolin' (1 def, 2 armour).
You gain 3.58 gold from the transmogrification of noble's rough leather belt of transcendence.
You gain 2.50 gold from the transmogrification of Skullcleaver (120% power, 4 apr).
You gain 5.20 gold from the transmogrification of magelord's elm magestaff (100% power, 2 apr, arcane element).
You gain 2.88 gold from the transmogrification of ash magestaff of warding (111% power, 3 apr, lightning element).
You gain 16.04 gold from the transmogrification of Cyressra the Hailhack (72% power, 12 apr, mind damage).
You gain 6.85 gold from the transmogrification of Bregista the mossy mindstar (75% power, 12 apr, nature damage).
You gain 8.54 gold from the transmogrification of Hazelady the iron longsword (102% power, 2 apr).
You gain 1.59 gold from the transmogrification of steady elm longbow.
You gain 2.34 gold from the transmogrification of thought-forged iron greatsword (115% power, 1 apr).
You gain 2.13 gold from the transmogrification of iron greatsword of paradox (114% power, 1 apr).
You gain 3.09 gold from the transmogrification of arcing steel greatsword of vileness (121% power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (119% power, 1 apr).
You gain 2.75 gold from the transmogrification of balanced steel dagger of massacre (118% power, 6 apr).
You gain 2.50 gold from the transmogrification of arcing iron dagger of paradox (100% power, 5 apr).
You gain 1.00 gold from the transmogrification of acidic steel dagger (102% power, 6 apr).
You gain 0.95 gold from the transmogrification of acidic iron dagger of massacre (112% power, 5 apr).
You gain 10.46 gold from the transmogrification of Fogoath.
You gain 1.03 gold from the transmogrification of teleportation rune of the wizard (range 82; cd 13).
You gain 1.09 gold from the transmogrification of manasurge rune of the titan (regen 725% over 10 turns; mana 36; cd 16).
You gain 2.05 gold from the transmogrification of blink rune of the sneak (range 4; phase 16; cd 13).
You gain 2.01 gold from the transmogrification of blink rune of the sneak (range 5; phase 15; cd 20).
You gain 1.76 gold from the transmogrification of acid wave rune of the wizard (damage 211; dur 4; cd 22).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (res 28%; physical; dur 2; cd 16).
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.

















































































