










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Brawler |
| Level / Exp | 17 / 79% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 56th Dusk 122nd year of Ascendancy at 08:12 / 1 |
Primary Stats
| Strength | 44 (base 23) |
| Dexterity | 28 (base 29) |
| Constitution | 42 (base 22) |
| Magic | 19 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 43 (base 29) |
Resources
| Life | -180/569 |
| Stamina | 129/138 |
| Healing Factor | 1.2264150943397 |
| Regeneration | 133.25977781471 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 31.388749514228 |
| See Invisible | 36.388749514228 |
Offense: Barehand
| Damage | 58 |
| Accuracy | 54 |
| Crit Chance | 26% |
| APR | 16 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Physical | +18% |
| Arcane | +3% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Light | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 32.5 (48.636363636364%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 22 |
| Physical Save | 38 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | + 52%( 70%) |
| Light | + 23%( 70%) |
| Blight | + 15%( 70%) |
| Nature | + 23%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 21% |
| Disarm Resistance | 23% |
Inscriptions (3/3)
| 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 304 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.41 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Striking Stance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 60.81 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has 45 increased life regeneration. Recovery |
| detrimental effect | The target is in the center of a lightning hurricane, doing 39.51 to 118.53 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 fire dragon that dwelled there. | 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. | 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. | 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: * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. miner's pair of iron boots of speed (0 def, 5 armour) (On feet)]miner's pair of iron boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +2% (-) Infravision radius: +1 (-) Movement speed: +25% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. Hornet Stingers (20/20, 18-25.2 power, 10 apr) (Quiver)]Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (-) Crit. chance: +5.0% (-) Capacity: 20 (-) On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| On hands | [vs. Oak's kiss the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]Oak's kiss the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Damage when hit (Melee): 2(-) light Changes stats: +3(-) Mag / +7(-) Cun / +1(-) Con Changes resistances: +12%(-) darkness / +12%(-) nature / +13%(-) light Changes damage: +6%(-) nature Physical save: +10 (+5 eff.) (-) Spell save: +5 (+3 eff.) (-) Mental save: +5 (+3 eff.) (-) Disarm immunity: +23% (-) Infravision radius: +2 (-) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +6(-) physical Damage (radius 2) on crit: +31(-) light / +29(-) darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 28.37 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)]Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+6 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | [vs. soothing ash totem of healing [power 120] (13/14 cooldown) (Tool)]soothing ash totem of healing [power 120] (13/14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heals yourself and all friendly characters within 10 spaces for 120 Activation puts all charms on cooldown for 14 turns. When used: * Heal for 33. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. savage's steel ring of pilfering (On fingers, 1 of 2)]savage's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +7 (-) Defense: +8 (+4 eff.) (-) Changes stats: +2(-) Con Spell save: +12 (+6 eff.) (-) Maximum stamina: +12.00 (-) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savage's steel ring of pilfering (On fingers, 1 of 2)]warrior's steel ring of darkness (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-7) Armour: +6 Defense: +0 (+0 eff.) (-8 (-4 eff.)) Changes stats: +3 Str / +0(-2) Con Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Maximum stamina: +0.00 (-12.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. cleansing copper amulet of mastery (0.11 Technique / Unarmed discipline) (Around neck)]cleansing copper amulet of mastery (0.11 Technique / Unarmed discipline) Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11%(-) nature / +10%(-) blight Talent masteries: +0.11(-) Technique / Unarmed discipline Poison immunity: +21% (-) Disease immunity: +22% (-) Amulets can have magical properties. |
| Main armor | [vs. Baloruikhad the steel mail armour (14 def, 6 armour) (Main armor)]Baloruikhad the steel mail armour (14 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) (-) Armour: +6 (-) Defense: +14 (+7 eff.) (-) Fatigue: +12% (-) Changes resistances: +10%(-) light / +12%(-) darkness Changes resistances penetration: +10%(-) physical Changes damage: +3%(-) arcane Only die when reaching: -80.00 life (-) A suit of armour made of mail. |
| Light source | [vs. ethereal brass lantern of corpselight (Light source)]ethereal brass lantern of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4(-) Mag Changes resistances: +5%(-) blight / +6%(-) darkness Spellpower: +8 (+2 eff.) (-) Spell crit. chance: +3% (-) Light radius: +5 (-) Infravision radius: +4 (-) See invisible: +5 (-) The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 32 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
| Cloak | [vs. enveloping linen cloak (6 def, 0 armour) (Cloak)]enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Physical save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | [vs. hardened leather belt 'Sundare' (Around waist)]hardened leather belt 'Sundare' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Defense: +14 (+7 eff.) (-) Changes stats: +2(-) Con Changes resistances penetration: +10%(-) light Changes damage: +18%(-) physical Stealth bonus: +8 (-) Stamina each turn: +2.00 (-) A belt that goes around your waist. |
Inventory
[vs. Infusion: Healing [healing infusion of the sneak (heal 135; cd 13)] (on body)]healing infusion of the warrior (heal 148; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148(+4) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Cunning, +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (202.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 171.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
ethereal rune of the psychic (power 17; resist 12%; move 35%; dur 5; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 35% faster, and you are invisible (power 17). Its effects scale with your Willpower 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. |
shielding rune of the duelist (absorb 187; dur 4; cd 18)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: 18 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 187 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. savage's steel ring of pilfering (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-7) Physical power: +7 (+2 eff.) Defense: +8 (+4 eff.) (-) Changes stats: +4 Mag / +4 Wil / +7 Cun / +0(-2) Con Changes resistances penetration: +15% arcane Critical mult.: +5.00% Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Maximum mana: +20.00 Maximum stamina: +0.00 (-12.00) Spellpower: +12 (+3 eff.) Mindpower: +6 (+3 eff.) 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 costs 1 power out of 1/1. "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? Tap to cycle through comparison choices |
[vs. Hornet Stingers (20/20, 18-25.2 power, 10 apr) (Quiver)]Woeripper the pouch of dwarven-steel shots (22/22, 39.5-47.4 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 39.5 - 47.4(+21.5 - +22.2) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Crit. chance: +13.0% (+8.0%) Capacity: 22 (2) On weapon hit: * 10% chance to reduce damage dealt by 14% - afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns On weapon crit: + Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 fire Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +16 darkness / +4 fire Shots are used with slings to pummel your foes to death. |
[vs. Baloruikhad the steel mail armour (14 def, 6 armour) (Main armor)]Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +1 (-5) Defense: +10 (+5 eff.) (-4 (-2 eff.)) Fatigue: +2% (-10%) Changes stats: +3 Cun / +2 Dex Changes resistances: +0%(-10%) light / +0%(-12%) darkness Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-3%) arcane Poison immunity: +30% Only die when reaching: +0.00 life (+80.00 life) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.40 to 85.20 lightning damage (56.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. Baloruikhad the steel mail armour (14 def, 6 armour) (Main armor)]cleansing iron mail armour of acid resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +4 (-2) Defense: +2 (+1 eff.) (-12 (-6 eff.)) Fatigue: +12% (-) Changes resistances: +15% acid / +0%(-10%) light / +12% blight / +10% nature / +0%(-12%) darkness Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-3%) arcane Only die when reaching: +0.00 life (+80.00 life) A suit of armour made of mail. |
[vs. Baloruikhad the steel mail armour (14 def, 6 armour) (Main armor)]iron mail armour of cold resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +4 (-2) Defense: +2 (+1 eff.) (-12 (-6 eff.)) Fatigue: +12% (-) Changes resistances: +16% cold / +0%(-10%) light / +0%(-12%) darkness Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-3%) arcane Only die when reaching: +0.00 life (+80.00 life) A suit of armour made of mail. |
[vs. Baloruikhad the steel mail armour (14 def, 6 armour) (Main armor)]dwarven-steel plate armour of lightning resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +11 (+5) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Fatigue: +22% (+10%) Changes resistances: +17% lightning / +0%(-10%) light / +0%(-12%) darkness Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-3%) arcane Only die when reaching: +0.00 life (+80.00 life) A suit of armour made of metal plates. |
[vs. hardened leather belt 'Sundare' (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +4 Defense: +0 (+0 eff.) (-14 (-7 eff.)) Fatigue: -10% Changes stats: +0(-2) Con Changes resistances penetration: +0%(-10%) light Changes damage: +0%(-18%) physical Stealth bonus: +0 (-8) Maximum encumbrance: +70 Knockback immunity: +40% Stamina each turn: +0.00 (-2.00) Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. hardened leather belt 'Sundare' (Around waist)]hardened leather belt 'Glareblood' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical power: +4 (+1 eff.) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +0(-2) Con Changes resistances: +3% light / +3% blight Changes resistances penetration: +0%(-10%) light Changes damage: +18% blight / +0%(-18%) physical / +12% light Stealth bonus: +0 (-8) Spell save: +7 (+3 eff.) Stamina each turn: +0.00 (-2.00) Size category: +1 A belt that goes around your waist. |
[vs. Oak's kiss the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]alchemist's iron gauntlets of magic (+5) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Fatigue: +1% (-2%) Damage (Melee): 4 acid / 3 fire / 3 lightning / 4 cold Damage when hit (Melee): 0(-2) light Changes stats: +5(+2) Mag / +3 Wil / +0(-7) Cun / +0(-1) Con Changes resistances: +0%(-12%) darkness / +0%(-12%) nature / +0%(-13%) light Changes damage: +3% arcane / +0%(-6%) nature Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-23%) Infravision radius: +0 (-2) When used to modify unarmed attacks: Base power: 11.0 - 15.4(-9.0 - -12.6) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +2.0% (-6.0%) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +5 ice / +0(-6) physical / +5 acid / +5 fire / +6 arcane / +5 lightning Damage (radius 2) on crit: +0(-29) darkness / +7 arcane / +0(-31) light Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]iron helm 'Hazesage' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-9) Armour Hardiness: +0% (-5%) Fatigue: +5% (-) Damage when hit (Melee): 2 lightning / 8 darkness Changes stats: +0(-3) Con Changes resistances: +5% lightning / +6% temporal / +3% cold Changes resistances penetration: +5% cold Changes damage: +6% lightning / +9% cold Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 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. |
3 lapis lazuli0.00 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 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 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. |
quartz0.00 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Hornet Stingers (20/20, 18-25.2 power, 10 apr) (Quiver)]129 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-10) Crit. chance: +0.0% (-5.0%) Capacity: 0 (-20) On weapon hit: - afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. ethereal brass lantern of corpselight (Light source)]ethereal brass lantern of illusion Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +4(-) Mag Changes resistances: +0%(-5%) blight / +0%(-6%) darkness Physical save: +10 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+5 eff.) Spellpower: +6 (+2 eff.) (-2 (+0 eff.)) Spell crit. chance: +0% (-3%) Light radius: +5 (-) Infravision radius: +0 (-4) See invisible: +0 (-5) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. ethereal brass lantern of corpselight (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes stats: +0(-4) Mag Changes resistances: +0%(-5%) blight / +0%(-6%) darkness Spellpower: +0 (+0 eff.) (-8 (-2 eff.)) Spell crit. chance: +0% (-3%) Light radius: +1 (-4) Infravision radius: +6 (+2) See invisible: +0 (-5) It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
[vs. soothing ash totem of healing [power 120] (13/14 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. soothing ash totem of healing [power 120] (13/14 cooldown) (Tool)]extending ash totem of summon tentacle [power 150] (13/23 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 326 Base Damage: 164 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 23 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
[vs. soothing ash totem of healing [power 120] (13/14 cooldown) (Tool)]supercharged ash totem of summon tentacle [power 210] (13/29 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 430 Base Damage: 220 Armor: 12 All Resist: 7 Activation puts all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. soothing ash totem of healing [power 120] (13/14 cooldown) (Tool)]extending elm wand of conjuration [power 96] (13/14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 96 cold damage Activation puts all charms on cooldown for 14 turns. When used: * 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. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Fjord Fjairmont the Ogre Brawler level 16
18th Dusk 122nd year of Ascendancy at 01:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fjord Fjairmont the Ogre Brawler level 10
8th Mirth 122nd year of Ascendancy at 02:36 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Fjord Fjairmont the Ogre Brawler level 10
9th Mirth 122nd year of Ascendancy at 19:53 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Fjord Fjairmont the Ogre Brawler level 11
2nd Summertide 122nd year of Ascendancy at 22:18 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Fjord Fjairmont the Ogre Brawler level 7
5th Mirth 122nd year of Ascendancy at 03:54 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Fjord Fjairmont the Ogre Brawler level 10
2nd Summertide 122nd year of Ascendancy at 09:02 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Fjord Fjairmont the Ogre Brawler level 14
16th Dusk 122nd year of Ascendancy at 13:42 see stats
Log
Hurricane from Urkis, the High Tempest hits Fjord Fjairmont for (18 resist armour), 68 lightning (68 total damage).
Hurricane from Urkis, the High Tempest hits Gwelgoroth for 53 lightning damage.
Fjord Fjairmont is dazed!
Urkis, the High Tempest casts Nova.
Fjord Fjairmont is not dazed anymore.
Urkis, the High Tempest's aether beam hits Gwelgoroth for 75 arcane damage.
Urkis, the High Tempest's aether beam hits Fjord Fjairmont for (8 resist armour), 0 arcane (0 total damage).
Urkis, the High Tempest hits Fjord Fjairmont for (18 resist armour), 107 lightning (107 total damage).
Urkis, the High Tempest hits Gwelgoroth for 77 lightning damage.
Fjord Fjairmont shrugs off Urkis, the High Tempest's 'Dazed'!
Fjord Fjairmont lashes out with a spinning backhand.
Fjord Fjairmont hits Urkis, the High Tempest for 121 physical, 6 physical (127 total damage).
Fjord Fjairmont resists!
Urkis, the High Tempest's aether beam hits Fjord Fjairmont for (18 resist armour), 57 arcane (57 total damage).
Fjord Fjairmont resists!
Thunderstorm hits Fjord Fjairmont for (18 resist armour), 32 lightning (32 total damage).
Hurricane from Urkis, the High Tempest hits Fjord Fjairmont for (18 resist armour), 71 lightning (71 total damage).
Urkis, the High Tempest casts Shock.
Fjord Fjairmont speeds up.
Urkis, the High Tempest's Shock hits Fjord Fjairmont for (18 resist armour), 223 lightning (223 total damage).
Fjord Fjairmont shrugs off Urkis, the High Tempest's 'Dazed'!
Fjord Fjairmont activates his soothing ash totem of healing!
Fjord Fjairmont slows down.
Fjord Fjairmont hits Fjord Fjairmont for 147 healing, 40 healing (0 total damage) [188 healing].
Thunderstorm hits Fjord Fjairmont for (18 resist armour), 23 lightning (23 total damage).
Hurricane from Urkis, the High Tempest hits Fjord Fjairmont for (18 resist armour), 84 lightning (84 total damage).
Urkis, the High Tempest casts Lightning.
Saving game...





























































































