









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 7 / 39% |
| Size | big |
| Lifes / Deaths | Killed by elven blood mage at level 7 on the 5th Mirth 122nd year of Ascendancy at 00:32 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 3.688823155018 (base 10) |
| Magic | 32 (base 30) |
| Willpower | 22 (base 19) |
| Cunning | 18 (base 11) |
Resources
| Life | -9/189 |
| Mana | 94/137 |
| Healing Factor | 0.94549582929108 |
| Regeneration | 0.23637395732277 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 3 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Acid | +12% |
| Blight | +14% |
| Physical | +3% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +10% |
| Mind | +15% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 6 |
| Spell Save | 18 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Mind | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 18.79 blight damage per turn. Rotting Disease |
Quests
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 anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Equipment
| On feet | [vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Spellpower: +3 (+2 eff.) (-) A pair of boots made of leather. |
| On hands | [vs. Silira the rough leather gloves (0 def, 7 armour) (On hands)]Silira the rough leather gloves (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 (-) Damage (Melee): 5(-) physical Changes resistances: +3%(-) temporal Changes resistances penetration: +5%(-) temporal Changes damage: +6%(-) mind / +3%(-) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. rough leather cap of constitution (+2) (0 def, 1 armour) (On head)]rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Con A cap made of leather. |
| Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | [vs. Searsage (On fingers, 1 of 2)]Searsage Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3%(-) acid / +3%(-) fire Changes resistances penetration: +10%(-) acid Changes damage: +12%(-) acid Blindness immunity: +23% (-) Infravision radius: +3 (-) See stealth: +5 (-) See invisible: +8 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Searsage (On fingers, 1 of 2)]mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +0%(-3%) acid / +0%(-3%) fire Changes resistances penetration: +0%(-10%) acid Changes damage: +0%(-12%) acid Maximum encumbrance: +20 Blindness immunity: +0% (-23%) Infravision radius: +0 (-3) See stealth: +0 (-5) See invisible: +0 (-8) Rings can have magical properties. Tap to cycle through comparison choices |
| Main armor | [vs. Chamagrim (0 def, 0 armour) (Main armor)]Chamagrim (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11%(-) blight Changes damage: +11%(-) blight / +6%(-) mind Critical mult.: +10.00% (-) Mindpower: +2 (+1 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | [vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]elm magestaff of might (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) lightning Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +8% (-) Staves designed for wielders of magic, by the greats of the art. |
| Cloak | [vs. regal linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]regal linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Str / +2(-) Wil / +1(-) Con Mental 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. |
| Light source | [vs. brass lantern 'Givena' (Light source)]brass lantern 'Givena' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6%(-) mind Changes resistances penetration: +5%(-) blight / +15%(-) mind Changes damage: +3%(-) blight / +3%(-) mind Maximum life: +40.00 (-) 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. |
Inventory
This item will automatically be transmogrified when you leave the level.insidious poison infusion of the titan (12 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 11.91 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]elm magestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) lightning / +10% fire Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-7%) Staves designed for wielders of magic, by the greats of the art. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. insidious iron greatsword (13-20.8 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8(+3.0 - +8.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +16 insidious poison When wielded/worn: Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Massive two-handed swords. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatsword (17-27.2 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2(+7.0 - +15.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Massive two-handed swords. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(+1.5 - +4.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Sharp, long, and deadly. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. Emelyda the iron mace (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5(+2.5 - +5.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +10 insidious poison When wielded/worn: Changes resistances: +3% acid / +6% fire / +6% cold / +6% nature / +3% lightning Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Blunt and deadly. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron mace of paradox (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8(+2.0 - +4.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +6 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Blunt and deadly. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+0.0 - +1.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Sharp, short and deadly. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. mossy mindstar (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-8.0 - -9.8) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) 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. |
[vs. elm magestaff of might (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. mighty rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +6 When wielded/worn: Physical power: +6 (+5 eff.) Changes stats: +1 Str Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-8%) Slings are used to hurl stones or metal shots at your foes. |
[vs. regal linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]Xerigana (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+9 eff.) (+9 (+9 eff.)) Ranged Defense: +9 (+9 eff.) Changes stats: +1(-1) Str / +0(-2) Wil / +1(-) Con Changes resistances: +3% physical Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +5% Knockback immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. regal linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-2) Str / +0(-2) Wil / +0(-1) Con Mental save: +0 (+0 eff.) (-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. |
[vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Emelara the Flashtrail (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances penetration: +20% light / +5% fire Changes damage: +12% light Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) A pair of boots made of leather. |
[vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% (-) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) A pair of boots made of leather. |
[vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Glimmerrigor (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% (+1%) Changes resistances: +9% light Changes resistances penetration: +10% mind Changes damage: +12% mind Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]pair of iron boots 'Isyba' (11 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+4) Defense: +11 (+11 eff.) Fatigue: +2% (+1%) Changes stats: +1 Cun / +3 Wil Knockback immunity: +15% Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+1%) Spellpower: +3 (+2 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. scholar's pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: -3% (-4%) Maximum encumbrance: +20 Physical save: +5 (+5 eff.) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Silira the rough leather gloves (0 def, 7 armour) (On hands)]rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+11 eff.) Armour: +1 (-6) Damage (Melee): 0(-5) physical Changes stats: +2 Dex Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Changes damage: +0%(-6%) mind / +0%(-3%) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Silira the rough leather gloves (0 def, 7 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-5) Defense: +1 (+1 eff.) Damage (Melee): 0(-5) physical Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Changes damage: +0%(-6%) mind / +0%(-3%) physical Spell save: +4 (+3 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. rough leather cap of constitution (+2) (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. grounding rough leather cap of constitution (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Con Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. brass lantern 'Givena' (Light source)]This item will automatically be transmogrified when you leave the level. brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-5%) blight / +0%(-15%) mind Changes damage: +0%(-3%) blight / +0%(-3%) mind Mental save: +5 (+3 eff.) Maximum life: +0.00 (-40.00) Light radius: +2 (-) See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern 'Givena' (Light source)]Void Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-5%) blight / +0%(-15%) mind Changes damage: +6% acid / +0%(-3%) mind / +6% lightning / +0%(-3%) blight / +6% fire / +6% arcane / +6% cold Maximum life: +0.00 (-40.00) Spell crit. chance: +5% Light radius: +2 (-) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 25.22 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
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), 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. |
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. |
Achievements
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Jork the Ogre Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:34 see stats
Log
Ran for 3 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the west (elven blood mage)).
Jork casts Rune: Shielding.
A shield forms around Jork.
Jork casts Lightning.
Jork hits Elven blood mage for 174 lightning damage.
Elven blood mage casts Blood Boil.
Jork slows down.
Elven blood mage hits Jork for (105 absorbed), 0 blight (0 total damage).
Jork casts Manathrust.
Elven blood mage casts Blood Grasp.
Jork hits Elven blood mage for 65 arcane damage.
Your shield crumbles under the damage!
The shield around Jork crumbles.
Elven blood mage's Blood Grasp hits Jork for (30 absorbed), 121 blight (121 total damage).
Elven blood mage receives 63 healing from Jork.
Elven blood mage casts Drain.
Jork casts Arcane Reconstruction.
Jork receives 178 healing.
Elven blood mage's Drain hits Jork for 120 blight damage.
Talent Lightning is ready to use.
Elven blood mage casts Blood Spray.
Jork is afflicted by a rotting disease!
Elven blood mage hits Jork for 97 blight damage.
Saving game...





































































