











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 32 / 26% |
Size | big |
Lifes / Deaths | Killed by Garret Mak'Nur's Inner Demon at level 27 on the 9th Decay 122nd year of Ascendancy at 00:33 / 2Killed by elven mage at level 32 on the 5th Regrowth 123rd year of Ascendancy at 12:15 |
Primary Stats
Strength | 66.923258681696 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 1 (base 18) |
Magic | 74 (base 60) |
Willpower | 6 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | -120/1243 |
Insanity | 45/100 |
Healing Factor | 1.0510526315789 |
Regeneration | 106.01689015645 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +66.359447004608% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 27.466198986151 |
See Invisible | 27.466198986151 |
Offense: Mainhand
Damage | 145 |
Accuracy | 45 |
Crit Chance | 23% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +30% |
Blight | +39% |
Nature | +24% |
Mind | +18% |
All | +15% |
Offense: Damage Penetration
Arcane | +15% |
Physical | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 49.5 (80%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 11 |
Physical Save | 35 |
Spell Save | 34 |
Mental Save | 12 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 4%( 70%) |
Mind | + 6%( 70%) |
All | -1%( 70%) |
Darkness | + 40%( 70%) |
Light | -6%( 70%) |
Temporal | + 25%( 70%) |
Physical | 0%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 26%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 30% |
Disarm Resistance | 100% |
Stun Resistance | 93% |
Instadeath Resistance | 100% |
Silence Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 526 damage for 5 turns. Its effects scale with your Magic stat. |
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 105 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
detrimental effect | The target is wasting away from entropic forces, taking 2.24 damage per turn. Entropic Wasting |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | A flow of life spins around the target, regenerating 84.52 life per turn. Regeneration |
detrimental effect | Reduces global action speed by 64%. Slow |
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 PhaseThese effects cap at 40%. |
detrimental effect | Huge cut that bleeds, doing 10.44 physical damage per turn. Bleeding |
detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 26.39 blight damage per turn. Weakness Disease |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
detrimental effect | The target is infected by a disease, reducing its constitution by 23 and doing 37.50 blight damage per turn. Rotting Disease |
beneficial effect | Increases crit chance by 10% and critical power by 40%. 2 charge(s). Ogre Fury |
beneficial effect | Do not try to resist it! Ogric Wrath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Garret Mak'Nur. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Garret Mak'Nur. Escort: lost defiler (level 3 of Dreadfell) | failed |
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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Garret Mak'Nur. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 164. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley 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 storm wyrm claw. * You've found the needed black mamba head. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +3 Wil / +2 Mag Changes resistances: +3% nature Changes resistances penetration: +15% arcane Changes damage: +9% blight Maximum encumbrance: +27 Physical save: +7 (+4 eff.) Silence immunity: +23% Confusion immunity: +30% Stun/Freeze immunity: +22% It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +7% fire Maximum life: +49.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
Tool | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes damage: +5% all Life regen: +8.00 Maximum life: +47.00 Spellpower: +8 (+3 eff.) Mindpower: +10 (+5 eff.) Healing mod.: +13% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Physical power: +15 (+3 eff.) Armour: +8 Defense: +9 (+3 eff.) Changes stats: +3 Str / +1 Con Only die when reaching: -80.00 life Spellpower: +6 (+2 eff.) Mindpower: +7 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +8 Defense: +30 (+10 eff.) Changes stats: +4 Str / +4 Dex / +5 Cun Changes resistances penetration: +15% lightning Changes damage: +9% nature Mental crit. chance: +8% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 3). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage Damage (Melee): +17 cold When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Changes resistances: +3% blight / +5% arcane / +12% darkness Changes resistances penetration: +5% physical Life regen: +4.00 Talent on hit(spell): Netherblast (20% chance level 3). Blunt and deadly. |
On hands | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 16% chance to reduce all saves and defense by 19 Damage (Melee): 30 mind / 16 darkness Effects when hit in melee: * 32% chance to reduce damage dealt by 16% * 21% chance to reduce strength, dexterity, and constitution by 26 Changes resistances: +7% mind / +12% temporal Changes damage: +3% mind Mental save: -11 (-11 eff.) Life regen: +4.10 Stamina each turn: +0.60 Psi each turn: +0.14 Mindpower: +5 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 38/80) : Effective talent level: 3.0 Power cost: 50 out of 38/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 23.08 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +1% physical Physical save: +6 (+3 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 8 times. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +5 Cun / +4 Wil Changes resistances: +5% acid / +8% cold Allows you to breathe in: water Mental save: +14 (+11 eff.) A suit of armour made of metal plates. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +11.0% Capacity: 20 When this weapon hits: Curse of Death (20% chance level 3). On weapon crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Travel speed: +200% Damage (Ranged): +16 darkness / +8 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +12 cold / +8 temporal Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Reduces incoming crit damage: 10.00% Mental save: +7 (+7 eff.) Maximum psi: +10.00 Mindpower: +5 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +19 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(40 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 228 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Garret Mak'Nur the Ogre Writhing One level 30
3rd Allure 123rd year of Ascendancy at 09:00 see stats
By Garret Mak'Nur the Ogre Writhing One level 30
1st Allure 123rd year of Ascendancy at 15:34 see stats
By Garret Mak'Nur the Ogre Writhing One level 25
3rd Decay 122nd year of Ascendancy at 21:19 see stats
By Garret Mak'Nur the Ogre Writhing One level 18
61st Dusk 122nd year of Ascendancy at 03:39 see stats
By Garret Mak'Nur the Ogre Writhing One level 31
9th Allure 123rd year of Ascendancy at 20:11 see stats
By Garret Mak'Nur the Ogre Writhing One level 16
38th Dusk 122nd year of Ascendancy at 07:05 see stats
By Garret Mak'Nur the Ogre Writhing One level 24
70th Haze 122nd year of Ascendancy at 07:04 see stats
By Garret Mak'Nur the Ogre Writhing One level 23
65th Haze 122nd year of Ascendancy at 04:35 see stats
By Garret Mak'Nur the Ogre Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 11:25 see stats
By Garret Mak'Nur the Ogre Writhing One level 20
62nd Dusk 122nd year of Ascendancy at 19:30 see stats
By Garret Mak'Nur the Ogre Writhing One level 30
1st Allure 123rd year of Ascendancy at 00:49 see stats
By Garret Mak'Nur the Ogre Writhing One level 19
61st Dusk 122nd year of Ascendancy at 09:49 see stats
By Garret Mak'Nur the Ogre Writhing One level 27
8th Decay 122nd year of Ascendancy at 22:48 see stats
By Garret Mak'Nur the Ogre Writhing One level 8
1st Mirth 122nd year of Ascendancy at 11:28 see stats
By Garret Mak'Nur the Ogre Writhing One level 26
6th Decay 122nd year of Ascendancy at 16:02 see stats
By Garret Mak'Nur the Ogre Writhing One level 21
25th Haze 122nd year of Ascendancy at 09:23 see stats
By Garret Mak'Nur the Ogre Writhing One level 11
8th Flare 122nd year of Ascendancy at 19:42 see stats
By Garret Mak'Nur the Ogre Writhing One level 21
24th Haze 122nd year of Ascendancy at 18:52 see stats
By Garret Mak'Nur the Ogre Writhing One level 28
10th Decay 122nd year of Ascendancy at 09:11 see stats
By Garret Mak'Nur the Ogre Writhing One level 16
39th Dusk 122nd year of Ascendancy at 00:24 see stats
By Garret Mak'Nur the Ogre Writhing One level 29
1st Allure 123rd year of Ascendancy at 00:49 see stats
Log
Garret Mak'Nur killed Elven mage!
Thunderstorm hits Garret Mak'Nur for (10 absorbed), 0 lightning (0 total damage).
Weakness Disease from Worm that walks (servant of Garret Mak'Nur) hits Elven corruptor for 10 blight damage.
Worm Rot from Worm that walks (servant of Garret Mak'Nur) hits Elven corruptor for 8 blight, 9 acid (17 total damage).
Weakness Disease from Worm that walks (servant of Garret Mak'Nur) hits Elven cultist for (8 absorbed), 0 blight (0 total damage).
Worm Rot from Worm that walks (servant of Garret Mak'Nur) hits Elven cultist for (6 absorbed), 0 blight, (6 absorbed), 0 acid (0 total damage).
Garret Mak'Nur loses 3 health to the entropy.
Garret Mak'Nur is free from the weakness disease.
Garret Mak'Nur stops bleeding.
Elven blood mage activates his wand!
A shield forms around ogre mauler.
A shield forms around elven tempest.
A shield forms around elven blood mage.
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven mage is surging arcane power.
Elven corruptor casts Blood Spray.
Garret Mak'Nur is afflicted by a weakness disease!
Elven corruptor hits Garret Mak'Nur for (57 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Garret Mak'Nur crumbles.
Garret Mak'Nur is afflicted by a rotting disease!
Elven cultist's Soul Rot hits Garret Mak'Nur for (5 absorbed), 186 blight (186 total damage).
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
Garret Mak'Nur shrugs off the critical damage!
Elven cultist hits Garret Mak'Nur for 91 blight damage.
Garret Mak'Nur shrugs off the critical damage!
Garret Mak'Nur starts to bleed.
Saving game...