Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Marauder |
| Level / Exp | 27 / 44% |
| Size | huge |
| Lifes / Deaths | Killed by Glothra the fire drake at level 27 on the 76th Haze 122nd year of Ascendancy at 04:34 / 1 |
Primary Stats
| Strength | 65 (base 54) |
| Dexterity | 88 (base 58) |
| Constitution | 16 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 21 (base 11) |
Resources
| Life | -7/685 |
| Stamina | 30/193 |
| Healing Factor | 1 |
| Regeneration | 27.706884590959 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 78 |
| Crit Chance | 59% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 78 |
| Crit Chance | 54% |
| APR | 48 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | +4% |
Defense: Base
| Armour (hardiness) | 14 (50%) |
| Defense | 47.48795366295 |
| Ranged Defense | 47.48795366295 |
| Fatigue | 2 |
| Physical Save | 42.783333333333 |
| Spell Save | 29.3 |
| Mental Save | 40.35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 70% |
| Poison Resistance | 22% |
| Blind Resistance | 15% |
| Silence Resistance | 15% |
| Bleed Resistance | 5% |
| Disarm Resistance | 77% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 404 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Precise Strikes |
| talent | Chant of Fortress |
| detrimental effect | The target burns with darkness, taking 37.17 damage each turn until it dies or runs away. Only Ashes Left |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | On death will restore to the source up to 13 times the vim's worth. Bleak Outcome |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.46, and stamina regeneration by 5.29. Bloodbath |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 regenade 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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | 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 Piercing Sight (+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 |
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 Minotaur. * 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. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 37. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | alchemist's lamp 'Erulin' alchemist's lamp 'Erulin'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% blight / +25% darkness Changes damage: +8% mind Cut immunity: +5% Silence immunity: +10% Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +3 See invisible: +7 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 30 cooldown : Effective talent level: 1.0 Power cost: 30 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 7 turns, and deals 17 blight damage or heals 24 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Polirema' (0 def, 2 armour) dwarven-steel gauntlets 'Polirema' (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes stats: +1 Con / +2 Mag Physical save: +5 (+2 eff.) Mental save: +7 (+2 eff.) Poison immunity: +10% Silence immunity: +5% Disarm immunity: +27% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Mardyrim the Lightmaim (dig speed 24 turns) Mardyrim the Lightmaim (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Changes resistances penetration: +5% light Knockback immunity: +15% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Murkbreeze' steel ring 'Murkbreeze'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +20% acid / +6% fire Changes damage: +10% acid / +15% darkness Maximum encumbrance: +24 Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Gleamraven the gold ring Gleamraven the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Wil Changes resistances: +8% blight / +6% temporal / +5% nature Changes resistances penetration: +5% light Changes damage: +4% all Mental save: +6 (+2 eff.) Poison immunity: +12% Disease immunity: +12% Spellpower: +8 (+4 eff.) Mindpower: +11 (+6 eff.) Light radius: +3 Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Ereluroddarath the hardened leather belt Ereluroddarath the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Spell save: +9 (+4 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +15% Pinning immunity: +5% Size category: +1 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Purebloom (10 def, 0 armour) Purebloom (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str Physical save: +8 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Turomaregosin' (3 def, 6 armour) hardened leather armour 'Turomaregosin' (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 26 acid / 21 fire Damage when hit (Melee): 21 acid / 19 fire Changes resistances: +51% acid / +32% fire Maximum encumbrance: +30 Stamina each turn: +0.40 Maximum stamina: +15.00 A suit of armour made of leather. |
Inventory
biting gale rune (26 cold damage; 15 apply power) biting gale rune (26 cold damage; 15 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 26.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect 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 ability. |
steel amulet 'Eriruindil' steel amulet 'Eriruindil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind / +1% physical Confusion immunity: +26% Knockback immunity: +15% Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +5 See invisible: +9 Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 82.83 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level. Stokesweep (28-39.2 power, 4 apr)Stokesweep (28-39.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Damage when hit (Melee): 8 fire / 21 temporal Changes resistances: +7% temporal Changes resistances penetration: +10% temporal Changes damage: +12% fire / +3% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Rhozilarek the SkyterrorRhozilarek the Skyterror Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +15% fire Changes damage: +15% lightning Mental save: +8 (+3 eff.) Spellpower: +7 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Elenadur' rough leather belt 'Elenadur'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +5% lightning / +6% temporal Changes damage: +3% physical Teleport immunity: +15% A belt that goes around your waist. |
Airwinnow (2 def, 0 armour) Airwinnow (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Con Changes resistances: +6% acid / +7% fire / +6% cold / +13% lightning Maximum encumbrance: +20 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. Adomikira the Dazzlefurnace (0 def, 4 armour)Adomikira the Dazzlefurnace (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 light Changes stats: +3 Cun / +3 Con Changes resistances penetration: +5% temporal Changes damage: +6% light / +3% temporal Physical save: +16 (+5 eff.) Mental save: +16 (+5 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightnigh the pair of dwarven-steel boots (0 def, 4 armour) Lightnigh the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +4 Mag / +4 Wil / +3 Cun Changes damage: +12% light Psi when hit: +0.04 Mindpower: +6 (+3 eff.) Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +30 It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendoursweeper the iron helm (0 def, 3 armour) Splendoursweeper the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 lightning / 4 light Changes resistances: +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Chudunarak' (2 def, 0 armour)cashmere wizard hat 'Chudunarak' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 temporal Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +6% arcane Infravision radius: +6 See stealth: +11 See invisible: +8 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21%, and attempts to push all creatures other then yourself out of its radius, inflicting 4.29 light damage and 4.91 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Cinderhacker the steel mail armour (9 def, 10 armour) Cinderhacker the steel mail armour (9 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +15% temporal / +5% fire Changes damage: +3% temporal Mental save: +12 (+4 eff.) Life regen: +1.50 Maximum life: +79.00 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Unratir the hardened leather armour (3 def, 6 armour)Unratir the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +6% physical / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +3% acid Physical save: +19 (+6 eff.) A suit of armour made of leather. |
2 agate 2 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. |
415 alchemist agate 415 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. |
3 onyx 3 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. |
4 aquamarine 4 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 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. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islyramina (dig speed 14 turns) Islyramina (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% acid / +3% physical / +3% temporal Maximum life: +22.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Alyroddahell' (dig speed 23 turns) dwarven-steel pickaxe 'Alyroddahell' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Changes stats: +2 Str / +4 Dex Critical mult.: +3.00% Only die when reaching: -80.00 life Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
3 spinel 3 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Scumknight the brass lantern Scumknight the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Wil Changes resistances: +3% nature Changes resistances penetration: +10% light Changes damage: +7% mind Light radius: +4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 garnet0.00 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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, costing 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 Chest 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), costing 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
yew totem of cure ailments 'Islytira' [power 3] (14 cooldown) yew totem of cure ailments 'Islytira' [power 3] (14 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 16 physical Changes stats: +3 Con Changes resistances penetration: +5% physical Talents granted: +3 Rushing Claws +3 Lay Web It can be used to remove up to 3 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
Cinderresolve [power 12] (6 cooldown) Cinderresolve [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 acid Changes resistances: +6% fire Changes damage: +3% fire It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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. |
5 ametrine 5 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By znke the Ogre Marauder level 26
67th Haze 122nd year of Ascendancy at 21:48 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By znke the Ogre Marauder level 20
66th Dusk 122nd year of Ascendancy at 12:22 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By znke the Ogre Marauder level 7
1st Summertide 122nd year of Ascendancy at 15:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By znke the Ogre Marauder level 22
50th Haze 122nd year of Ascendancy at 16:51 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By znke the Ogre Marauder level 7
1st Summertide 122nd year of Ascendancy at 16:35 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By znke the Ogre Marauder level 26
67th Haze 122nd year of Ascendancy at 18:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By znke the Ogre Marauder level 10
3rd Dusk 122nd year of Ascendancy at 07:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By znke the Ogre Marauder level 20
62nd Dusk 122nd year of Ascendancy at 06:43 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By znke the Ogre Marauder level 21
13rd Haze 122nd year of Ascendancy at 14:00 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By znke the Ogre Marauder level 21
13rd Haze 122nd year of Ascendancy at 04:12 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By znke the Ogre Marauder level 26
67th Haze 122nd year of Ascendancy at 21:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By znke the Ogre Marauder level 23
53rd Haze 122nd year of Ascendancy at 10:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By znke the Ogre Marauder level 9
9th Flare 122nd year of Ascendancy at 21:20 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By znke the Ogre Marauder level 26
67th Haze 122nd year of Ascendancy at 21:48 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By znke the Ogre Marauder level 17
53rd Dusk 122nd year of Ascendancy at 09:12 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By znke the Ogre Marauder level 22
35th Haze 122nd year of Ascendancy at 16:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By znke the Ogre Marauder level 25
60th Haze 122nd year of Ascendancy at 16:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By znke the Ogre Marauder level 16
47th Dusk 122nd year of Ascendancy at 12:28 see stats
Log
Glothra the fire drake hits znke for 28 darkness damage.
Znke uses Whirlwind.
Snow giant slows down.
Glothra the fire drake slows down.
znke performs a melee critical strike against Snow giant!
Snow giant slows down.
Snow giant loses sight!
Snow giant is dazed!
Snow giant is not dazed anymore.
Snow giant hits znke for 7 cold, 6 cold (13 total damage).
znke hits Snow giant for 257 physical, 30 acid, 18 fire, (slow 30%), , 101 physical, 30 acid, 18 fire, (slow 30%), (454 total damage).
znke hits Snow giant for 136 physical, 30 acid, 22 fire, (slow 30%), , 97 physical, 30 acid, 22 fire, (slow 30%), (337 total damage).
znke hits Glothra the fire drake for 117 physical, 30 acid, 0 fire, (slow 30%), , 83 physical, 30 acid, 0 fire, (slow 30%), (259 total damage).
Snow giant hits znke for 15 cold, 15 cold (30 total damage).
Glothra the fire drake hits znke for , 20 fire, , 20 fire (40 total damage).
Glothra the fire drake uses Block.
Burb the snow giant champion rushes out!
Talent Flurry is ready to use.
Glothra the fire drake hits znke for 28 darkness damage.
Snow giant casts Mind Disruption.
Znke resists!
Snow giant misses znke.
Glothra the fire drake hits znke for , 20 fire, , 20 fire (40 total damage).
znke hits Glothra the fire drake for (75 blocked), 0 physical, 30 acid, (21 blocked), 0 fire, (slow 30%), , (65 blocked), 0 physical, 30 acid, (21 blocked), 0 fire, (slow 30%), (59 total damage).
Burb the snow giant champion rushes out!
Glothra the fire drake uses Shield Pummel.
Glothra the fire drake performs a melee critical strike against znke!
Saving game...
