










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 15 / 79% |
| Size | big |
| Lifes / Deaths | Killed by ritch flamespitter at level 15 on the 58th Haze 122nd year of Ascendancy at 23:36 / 1 |
Primary Stats
| Strength | 31 (base 18) |
| Dexterity | 11 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 27 (base 24) |
| Willpower | 19 (base 12) |
| Cunning | 52 (base 39) |
Resources
| Life | -2/411 |
| Mana | 167/229 |
| Stamina | 124/124 |
| Paradox | 300 |
| Healing Factor | 1.063829787234 |
| Regeneration | 0.47872340425531 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 40.182604915697 |
| See Invisible | 39.182604915697 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 15 |
| Crit Chance | 25% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 15 |
| Crit Chance | 23% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Temporal | +11% |
| Nature | +15% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +20% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 9 |
| Physical Save | 21 |
| Spell Save | 35 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 30%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 15% |
| Confusion Resistance | 0% |
| Silence Resistance | 10% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| 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 mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 271 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Energy Decomposition |
| talent | Arcane Combat |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The time distortion has created a restoration field, healing the target for 26 each turn. Temporal Restoration Field |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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: * You've found the needed sandworm tooth. * You've found the needed honey tree root. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Gorundur (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +3 Str / +6 Cun / +6 Con Life regen: +0.20 Stamina each turn: +0.40 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 204 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Scorpionveil (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% nature Changes resistances penetration: +20% light Changes damage: +15% nature Stamina when hit: +0.70 Equilibrium when hit: +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Umbrasage' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +3 Str Changes resistances penetration: +15% darkness Spell save: +6 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +8 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
| On fingers | warrior's copper ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. |
| Around neck | copper amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. |
| In main hand | iron longsword 'Unlightspitter' (10.5-14.7 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +6 nature / +5 temporal / +4 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +6% arcane / +6% darkness Sharp, long, and deadly. |
| Around waist | AluregosusInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15% acid / +3% cold / +4% physical Silence immunity: +10% Disarm immunity: +15% Maximum life: +41.00 A belt that goes around your waist. |
| In off hand | iron mace 'Duathelmaster' (13.5-18.9 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal When wielded/worn: Changes stats: +1 Mag / +4 Wil / +1 Cun Changes resistances: +3% darkness Light radius: +3 Blunt and deadly. |
| Cloak | enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+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. |
| Main armor | hardened leather armour 'Thunderward' (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 4 lightning Changes resistances: +5% arcane / +12% lightning Spell save: +13 (+6 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 60)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 60 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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. |
movement infusion (363% speed; 4 turns)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 363% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the duelist (655% regen over 10 turns; 32 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 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 655% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 6; power 21; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
mule's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +11% blight Changes damage: +11% blight Maximum encumbrance: +21 Rings can have magical properties. |
mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
psionicist's steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +11 (+5 eff.) Confusion immunity: +21% Rings can have magical properties. |
psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +22% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. |
steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +7 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
titan's copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
Urthuldil the Duskworth (21.5-32.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+6 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% darkness Changes resistances penetration: +10% light Changes damage: +6% darkness Disarm immunity: +33% Light radius: +3 Massive two-handed battleaxes. |
dwarven-steel dagger 'Hellbane' (23.5-30.55 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +3% fire / +6% temporal Changes damage: +3% fire Sharp, short and deadly. |
Ce'Nomina the Flashvalor (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 temporal / +7 nature / +36 light When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% nature Changes resistances penetration: +5% light Light radius: +2 Sharp, long, and deadly. |
iron mace 'Delabar' (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +13 insidious poison When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +5% arcane Changes damage: +18% temporal Blunt and deadly. |
elm magestaff 'Lisamikira' (10-12 power, 2 apr, cold element)Requires: - Magic 11 Infused by nature 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: Physical crit. chance: +1.0% Physical power: +8 (+4 eff.) Defense: +9 (+4 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +2 Dex Changes resistances: +1% physical Changes damage: +10% cold / +3% physical Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +2 Healing mod.: +5% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 72.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff of wizardry (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 4 % chance of confusion Changes stats: +1 Wil / +1 Mag Changes damage: +15% lightning Talent granted: +1 Command Staff Maximum mana: +32.00 Spellpower: +14 (+6 eff.) Spell crit. chance: +2% Damage Shield penetration: +12% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Glowyn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% lightning / +6% temporal / +21% acid Light radius: +1 A belt that goes around your waist. |
Lelarim the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes resistances: +3% acid / +2% physical / +3% darkness / +5% arcane / +9% light Maximum encumbrance: +25 Physical save: +5 (+3 eff.) Stun/Freeze immunity: +15% A pair of boots made of leather. |
Sparkgash (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +6% lightning / +6% temporal Changes damage: +9% physical Only die when reaching: -40.00 life Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Alydunasus' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +7 Fatigue: -3% Changes stats: +1 Cun / +1 Str Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Starbreaker' (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +2 Cun Changes damage: +6% light Reduces incoming crit damage: 15.00% A pair of boots made of leather. |
Beuyamas the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 5 nature Changes stats: +3 Str / +2 Con Changes resistances: +6% nature Changes damage: +6% nature Critical mult.: +6.00% Metal gloves protecting the hands up to the middle of the lower arm. |
Brightriver the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Damage when hit (Melee): 16 fire Changes resistances: +6% mind Changes resistances penetration: +15% light Changes damage: +4% mind / +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
Glorykira the Tempesttreason (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 19 mind / 15 darkness Changes resistances: +9% darkness Changes resistances penetration: +15% lightning Mental save: -13 (-7 eff.) Mindpower: +5 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Amudin' (3 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +4 Mag Changes resistances: +1% physical Changes damage: +4% arcane Maximum life: +30.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Veludhekira the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +4 Dex / +1 Mag Light radius: +3 Infravision radius: +1 See invisible: +9 A cap made of leather. |
iron helm 'Glintnight' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 light Changes resistances: +6% lightning / +5% temporal / +6% nature / +3% blight Changes resistances penetration: +10% light Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Skymarrow' (0 def, 3 armour)Requires: - Talent Heavy 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 daze at end of turn * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 lightning Changes resistances: +5% lightning / +5% temporal / +3% acid Changes resistances penetration: +5% lightning Changes damage: +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polyremira the Blastscar (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% blight / +6% arcane / +3% lightning Changes resistances penetration: +25% blight Spell save: +10 (+5 eff.) A suit of armour made of metal plates. |
11 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. |
72 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. |
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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+3 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
Blackusher the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane / 16 darkness Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. |
BrightmistressInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +3 (+1 eff.) Cut immunity: +20% Disarm immunity: +15% Maximum life: +43.00 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. |
Glaretitan the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances penetration: +20% light Changes damage: +12% light / +3% darkness Maximum life: +42.00 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. |
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, 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 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. |
2 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. |
8 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. |
10 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 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Beauty the Ogre Adventurer level 7
7th Flare 122nd year of Ascendancy at 09:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Beauty the Ogre Adventurer level 10
30th Dusk 122nd year of Ascendancy at 09:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Beauty the Ogre Adventurer level 7
6th Dusk 122nd year of Ascendancy at 06:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Beauty the Ogre Adventurer level 9
19th Dusk 122nd year of Ascendancy at 06:55 see stats
Log
Ritch flamespitter hits Beauty for (21 dissipated), 98 fire (99 total damage).
Beauty hits Hammwi the halfling for 3 lightning, 3 lightning (8 total damage).
Hammwi the halfling hits Beauty for (2 dissipated), 5 nature, (3 dissipated), 9 nature (14 total damage).
Beauty casts Phase Door.
Select a target to teleport...
Select a teleport location...
Beauty is out of phase.
Beauty receives 27 healing from Temporal Restoration Field.
Itosi the shalore uses Beckon.
Beauty has been beckoned.
Beauty struggles against the beckoning.
Beauty receives 27 healing from Temporal Restoration Field.
Beauty struggles against the beckoning.
Beauty receives 27 healing from Temporal Restoration Field.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Beauty is jolted to attention by the damage and is no longer being beckoned.
Beauty is no longer beckoned.
Ritch flamespitter hits Beauty for (17 dissipated), 145 fire (145 total damage).
Toela the human uses Highborn's Bloom.
You carry too much--you are encumbered!
Drop some of your items.
Beauty wears (replacing Lelarim the pair of rough leather boots (0 def, 1 armour)): Gorundur (0 def, 1 armour).
Beauty calms down.
Beauty receives 28 healing from Temporal Restoration Field.
Ritch flamespitter spits flames!
Saving game...










































































