











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.6.0Possessor Bonus Class 1.6.6Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Sun Paladin |
| Level / Exp | 12 / 61% |
| Size | big |
| Lifes / Deaths | Killed by Velakira the white wolf at level 12 on the 21st Dusk 122nd year of Ascendancy at 18:40 / 1 |
Primary Stats
| Strength | 40 (base 37) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 30 (base 28) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -20/392 |
| Positive | 24/43 |
| Stamina | 90/140 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 28 |
| Crit Chance | 25% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Light | +23% |
| Physical | +21% |
| Mind | +13% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 43.551211628464 (89.117647058824%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 36 |
| Physical Save | 23 |
| Spell Save | 30 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Confusion Resistance | 25% |
| Poison Resistance | 20% |
| Blind Resistance | 40% |
| Silence Resistance | 43% |
| Bleed Resistance | 10% |
| Disarm Resistance | 54% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 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. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 414% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Chant of Fortress |
| talent | Weapon of Light |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| 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 |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 precision. 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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed electric eel tail. * You've found the needed red crystal shard. | 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 | pair of rough leather boots 'Blizzardsear' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Poison immunity: +20% Silence immunity: +23% Confusion immunity: +25% Stun/Freeze immunity: +33% Equilibrium when hit: +0.04 A pair of boots made of leather. |
| Light source | Summertide PhialInfused 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.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Prismnaught (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +3% light Changes damage: +3% light Blindness immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Urthablek (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes resistances: +5% lightning / +3% fire / +3% nature / +3% darkness Changes damage: +3% lightning Reduces incoming crit damage: 15.00% 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. |
| Tool | innervating elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
| On fingers | copper ring 'Quenchwrither'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +5 (+3 eff.) Damage when hit (Melee): 8 cold Critical mult.: +5.00% Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
| Around neck | starlit copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | Layuwe the steel battleaxe (132% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +9.0% Defense: +7 (+4 eff.) Changes resistances: +6% blight Disarm immunity: +31% Light radius: +1 See invisible: +3 Massive two-handed battleaxes. |
| Around waist | Daimudohad the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +3% mind Spell save: +6 (+3 eff.) Silence immunity: +20% Pinning immunity: +10% Maximum life: +30.00 A belt that goes around your waist. |
| In off hand | shocking steel shield of mind resistance (+10%) (0 def, 4 armour, 100% power, 37.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 113% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 2 lightning Changes resistances: +10% mind Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Xebreth' (21 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +21 (+11 eff.) Changes resistances: +3% acid / +11% cold Mental save: +9 (+6 eff.) Cut immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of resilience (0 def, 14 armour)Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 Fatigue: +22% Maximum life: +21.00 A suit of armour made of metal plates. |
Inventory
movement infusion of the warrior (speed 594%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 594% 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. 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. |
regeneration infusion of the warrior (heal 242; 15 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +12% cold Amulets can have magical properties. |
mule's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% cold Changes damage: +10% cold Maximum encumbrance: +20 Rings can have magical properties. |
Delyhek the Doursorrow (120% power, 11 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 6% Damage Shield penetration (this weapon only): +14% Damage (radius 2) on crit: +8 darkness When wielded/worn: Changes resistances: +12% acid Massive two-handed mauls. |
acidic iron greatsword (111% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 111% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Massive two-handed swords. |
iron greatsword (114% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
iron mace (105% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Glorytta the mossy mindstar (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +3 Wil Changes damage: +3% arcane Talent granted: +1 Attune Mindstar Spell save: +3 (+2 eff.) Mana each turn: +0.28 Maximum vim: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Pitchpower the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +1 Cun Maximum life: +32.00 Infravision radius: +1 A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glimmermonster (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% light / +6% darkness Reduces incoming crit damage: 5.00% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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: +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. |
This item will automatically be transmogrified when you leave the level.enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Str / +1 Con 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. |
pair of rough leather boots 'Flamewilder' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 6% Changes stats: +1 Cun Changes resistances: +6% lightning / +6% temporal / +3% fire Changes resistances penetration: +5% fire A pair of boots made of leather. |
corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes resistances: +5% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron plate armour of command (6 def, 11 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +10 (+6 eff.) A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 100% power, 18 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
5 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. |
47 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
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. |
3 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. |
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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Thunder the Ogre Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 20:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Thunder the Ogre Sun Paladin level 9
8th Mirth 122nd year of Ascendancy at 12:35 see stats
Log
Thunder hits Velakira the white wolf for 0 mind, 0 acid, 0 fire, 0 physical, 0 nature, 0 acid, 0 fire, 0 physical (3 total damage).
Thunder activates Chant of Fortress.
Thunder deactivates Chant of Resistance.
Thunder uses Death Dance.
Thunder performs a melee critical strike against Ritch flamespitter!
Weapon of Wrath hits Velakira the white wolf for 54 fire damage.
Thunder hits Ritch flamespitter for 265 physical damage.
Thunder hits War hound for 158 physical damage.
Thunder hits Velakira the white wolf for 76 physical, 6 light, 5 lightning, 8 light (95 total damage).
Thunder unleashes the fury of his.
Thunder killed Ritch flamespitter!
Thunder killed War hound!
Velakira the white wolf damages himself through Martyrdom!
Velakira the white wolf hits Thunder for 1 mind, 4 acid, 5 fire, 5 physical, 1 nature, 4 acid, 5 fire, 5 physical (31 total damage).
Melee retaliation hits Velakira the white wolf for 2 lightning, 3 cold, 2 lightning, 3 cold (9 total damage).
Thunder hits Velakira the white wolf for 0 mind, 0 acid, 0 fire, 0 physical, 0 nature, 0 acid, 0 fire, 0 physical (3 total damage).
Giant venus flytrap uses Spit Poison.
Velakira the white wolf is no longer resonating.
Giant venus flytrap hits Thunder for 32 nature damage.
Velakira the white wolf resonates with the damage.
Velakira the white wolf damages himself through Martyrdom!
Velakira the white wolf hits Thunder for 1 mind, 4 acid (6 total damage).
Melee retaliation hits Velakira the white wolf for 2 lightning, 3 cold, 2 lightning, 3 cold (9 total damage).
Thunder hits Velakira the white wolf for 0 mind, 0 acid (0 total damage).
Thunder the level 12 ogre sun paladin was melted to death by Velakira the white wolf on level 2 of Norgos Lair.
Thunder deactivates Weapon of Light.
Thunder calms down.
Thunder deactivates Weapon of Wrath.
Thunder deactivates Chant of Fortress.











































































