Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 32 / 57% |
| Size | big |
| Lifes / Deaths | Killed by Islotta the shadowblade at level 20 on the 30th Haze 122nd year of Ascendancy at 19:42 / 2Killed by grave wight at level 32 on the 7th Dusk 123rd year of Ascendancy at 20:17 |
Primary Stats
| Strength | 65 (base 60) |
| Dexterity | 32 (base 15) |
| Constitution | 22 (base 13) |
| Magic | 68 (base 60) |
| Willpower | 21 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -88/1238 |
| Positive | 23/123 |
| Stamina | 72/200 |
| Healing Factor | 1.3808005818852 |
| Regeneration | 43.631807508024 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 44.599459836163 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 56 |
| Crit Chance | 103% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 56 |
| Crit Chance | 84% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | -20% |
Defense: Base
| Armour (hardiness) | 77.723073231957 (93.924050632911%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 17 |
| Physical Save | 30 |
| Spell Save | 27 |
| Mental Save | -9 |
Defense: Resistances
| All | 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 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 effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% 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. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 25 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 542 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Berserker Rage |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is hexed, granting it 38% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 58.10 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing defence and all saves by 46. Curse of Defenselessness |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | Increases critical hit chance by 40%. Berserker Rage |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 40.46 blight damage per turn. Rotting Disease |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+16). Continuum Destabilization |
| beneficial effect | Increases the effectiveness of all healing the target receives by 19%. Empowered Healing |
| beneficial effect | Bloodbath |
| detrimental effect | The target is cursed, reducing all damage done by 20%. Curse of Impotence |
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&039;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 lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by skeleton warrior. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Escort: repented thief (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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&WHITEREDWHITEREDWHITEGREENWHITEGREEN The Brotherhood of Alchemists | 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 within3 lumberjacks have died. | done |
Till the Blood Runs Clear | 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 | Eremihor the pair of dwarven-steel boots (0 def, 14 armour) Eremihor the pair of dwarven-steel boots (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Fatigue: +3% Changes damage: +9% mind / +9% physical Life regen: +0.60 Psi when hit: +0.12 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Lisusera the alchemist& Lisusera the alchemist&Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 16 fire Changes stats: +5 Wil / +4 Cun / +2 Con Changes resistances: +7% fire Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Physical save: +7 (+4 eff.) Light radius: +3 See invisible: +6 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eremudin the rough leather cap (0 def, 7 armour) =3dex= Eremudin the rough leather cap (0 def, 7 armour) =3dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +7 Fatigue: +1% Changes stats: +3 Dex Changes damage: +9% physical Stamina each turn: +0.40 A cap made of leather. |
| On hands | Brenidor the Woeraider (0 def, 1 armour) =2dex= Brenidor the Woeraider (0 def, 1 armour) =2dex=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Damage when hit (Melee): 20 darkness Changes stats: +2 Dex / +3 Wil Changes resistances: +6% acid Changes damage: +4% acid Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | steel ring &039; steel ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Physical power: +8 (+1 eff.) Defense: +9 (+7 eff.) Changes stats: +4 Wil / +5 Mag Spellpower: +11 (+3 eff.) Mindpower: +7 (+3 eff.) See invisible: +9 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Chameldil the gold amulet Chameldil the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Changes resistances: +12% darkness / +3% physical Reduces incoming crit damage: 10.00% Poison immunity: +20% Stun/Freeze immunity: +10% Life regen: +0.90 Stamina each turn: +0.80 Light radius: +3 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
| In main hand | Eksatin& Eksatin&Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
| Around waist | Kotoneg the hardened leather belt Kotoneg the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Defense: +10 (+8 eff.) Physical save: +35 (+15 eff.) Spell save: +30 (+14 eff.) Disease immunity: +25% Pinning immunity: +20% A belt that goes around your waist. |
| In off hand | thunderous dwarven-steel dagger of crippling (121% power, 7 apr) thunderous dwarven-steel dagger of crippling (121% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
| Cloak | Xanyssra the Startitan (2 def, 0 armour) =6dex= Xanyssra the Startitan (2 def, 0 armour) =6dex=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +6 Dex Changes damage: +6% light Reduces incoming crit damage: 15.00% Maximum life: +35.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast& Borfast&Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+8 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+8 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
healing infusion of the warrior (heal 233) healing infusion of the warrior (heal 233)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+17 for 9 turns, die at -694) heroism infusion of the wizard (+17 for 9 turns, die at -694)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 44 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -694 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
regeneration infusion of the duelist (heal 362 over 5 turns) regeneration infusion of the duelist (heal 362 over 5 turns)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: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. 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. |
Olotar =4dex/5con= Olotar =4dex/5con=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 mind Changes stats: +4 Dex / +2 Wil / +7 Cun / +5 Con Changes resistances: +8% physical Life regen: +0.40 Stamina each turn: +0.60 Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum hate: +2.00 Movement speed: +10% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+32 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target&039;s a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon&039;s rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
steel amulet &039; steel amulet &039;Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +6% physical / +22% fire / +3% mind / +11% cold Changes damage: +6% mind Stun/Freeze immunity: +31% Stamina each turn: +0.40 Amulets can have magical properties. |
steel amulet &039; =6dex/3con= steel amulet &039; =6dex/3con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+7 eff.) Ranged Defense: +9 (+7 eff.) Fatigue: -6% Changes stats: +6 Dex / +6 Cun / +3 Con Changes resistances: +6% blight / +2% physical Life regen: +0.70 Stamina each turn: +0.80 Maximum stamina: +10.00 Movement speed: +10% Healing mod.: +5% Amulets can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+10 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Smolderterror SmolderterrorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Wil / +3 Cun Changes resistances: +16% acid / +18% fire / +11% cold / +12% lightning Changes damage: +6% fire Mental save: +12 (+12 eff.) Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +32% Maximum life: +26.00 Spellpower: +7 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
gladiator&ORANGE gladiator&ORANGEPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 25 light Changes stats: +4 Str / +5 Con Rings can have magical properties. |
marksman&ORANGE marksman&ORANGEPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
steel ring &039; steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Fatigue: -2% Changes stats: +2 Str / +6 Dex / +5 Cun Changes damage: +12% blight Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Infravision radius: +3 Rings can have magical properties. |
steel dagger &039; (107% power, 12 apr) steel dagger &039; (107% power, 12 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% When wielded/worn: Changes stats: +4 Dex / +3 Con Changes resistances: +6% light Changes damage: +15% light Reduces incoming crit damage: 15.00% Sharp, short and deadly. |
plaguebringer& plaguebringer&Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 155% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +13 blight When wielded/worn: Physical crit. chance: +12.0% Disease immunity: +14% Massive two-handed mauls. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt &039; =5dex/4cun= hardened leather belt &039; =5dex/4cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 nature Changes stats: +5 Dex / +4 Cun / +5 Lck Changes resistances: +24% fire Changes resistances penetration: +10% nature Trap disarming bonus: +16 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt &039; =8con= hardened leather belt &039; =8con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str / +8 Con Changes resistances: +8% cold / +9% fire Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life A belt that goes around your waist. |
Lisatira the cashmere cloak (10 def, 0 armour) =8dex= Lisatira the cashmere cloak (10 def, 0 armour) =8dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +6 Str / +8 Dex Physical save: +8 (+4 eff.) See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galenik the pair of rough leather boots (0 def, 1 armour) =6dex= Galenik the pair of rough leather boots (0 def, 1 armour) =6dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +6 Dex Changes resistances: +3% nature Critical mult.: +3.00% Stealth bonus: +5 Stun/Freeze immunity: +15% Life regen: +0.60 A pair of boots made of leather. |
Yvuwyn the Blastpanic (0 def, 3 armour) =2dex/6con= Yvuwyn the Blastpanic (0 def, 3 armour) =2dex/6con=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes stats: +2 Dex / +4 Wil / +6 Con Changes resistances penetration: +7% physical Silence immunity: +38% Confusion immunity: +28% Stun/Freeze immunity: +29% Mindpower: +5 (+2 eff.) See invisible: +9 Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tarruroddabar the dwarven-steel helm (0 def, 4 armour) =10con= Tarruroddabar the dwarven-steel helm (0 def, 4 armour) =10con=Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +10 Con / +4 Mag Changes resistances: +8% nature / +8% blight See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce&ORANGE Ce&ORANGERequires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +5% acid / +5% cold / +5% mind / +17% lightning Changes damage: +15% blight / +3% darkness Allows you to breathe in: water Mental save: +10 (+10 eff.) A suit of armour made of metal plates. |
7 agate 7 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. |
786 alchemist agate 786 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+7 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+8 eff.) When used to imbue an object: Defense: +8 (+7 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus 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. |
Prothotipe& Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Gwai& Gwai&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 350.65 fire damage (based on Magic), costing 40 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 162 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Kegahell [power 25] (2/16 cooldown) =4dex/4cun= Kegahell [power 25] (2/16 cooldown) =4dex/4cun=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Changes stats: +4 Cun / +4 Dex Healing mod.: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
Arugodan the yew totem of cure ailments [power 2] (2/8 cooldown) Arugodan the yew totem of cure ailments [power 2] (2/8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +6% darkness / +5% arcane Maximum wards: +2 acid / +3 nature / +2 light Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +2 Rushing Claws Critical mult.: +5.00% It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Nimbusoath the yew totem of healing [power 135] (2/16 cooldown) Nimbusoath the yew totem of healing [power 135] (2/16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +6% lightning / +9% fire / +6% darkness / +15% cold It can be used to heal a target within range 6 (based on Willpower) for 135, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
5 amethyst 5 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. |
9 quartz 9 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. |
7 ametrine 7 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. |
9 citrine 9 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. |
8 zircon 8 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BloodDrum the Ogre Berserker level 23
68th Haze 122nd year of Ascendancy at 19:10 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By BloodDrum the Ogre Berserker level 31
5th Dusk 123rd year of Ascendancy at 00:33 see stats
Earth Master (Insane (Roguelike) difficulty)
57th Regrowth 123rd year of Ascendancy at 14:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By BloodDrum the Ogre Berserker level 20
31st Haze 122nd year of Ascendancy at 21:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By BloodDrum the Ogre Berserker level 10
7th Flare 122nd year of Ascendancy at 22:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By BloodDrum the Ogre Berserker level 20
18th Haze 122nd year of Ascendancy at 04:19 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By BloodDrum the Ogre Berserker level 30
1st Flare 123rd year of Ascendancy at 07:11 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By BloodDrum the Ogre Berserker level 17
62nd Dusk 122nd year of Ascendancy at 18:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By BloodDrum the Ogre Berserker level 30
2nd Flare 123rd year of Ascendancy at 01:33 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By BloodDrum the Ogre Berserker level 27
58th Regrowth 123rd year of Ascendancy at 23:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By BloodDrum the Ogre Berserker level 7
3rd Summertide 122nd year of Ascendancy at 18:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By BloodDrum the Ogre Berserker level 11
2nd Dusk 122nd year of Ascendancy at 04:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By BloodDrum the Ogre Berserker level 21
32nd Haze 122nd year of Ascendancy at 16:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By BloodDrum the Ogre Berserker level 15
26th Dusk 122nd year of Ascendancy at 16:31 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By BloodDrum the Ogre Berserker level 20
30th Haze 122nd year of Ascendancy at 19:42 see stats
Log
BloodDrum casts Bathe in Light.
BloodDrum is unstoppable!
Something hits BloodDrum for (55 refused), 0 fire (0 total damage).
Talent Track is ready to use.
BloodDrum is unstoppable!
Curse of Death from Emelarimina the ghoul hits BloodDrum for (18 refused), 0 darkness (0 total damage).
Rotting Disease from Emelarimina the ghoul hits BloodDrum for (41 refused), 0 blight (0 total damage).
BloodDrum receives 292 healing from Unstoppable.
A shield forms around BloodDrum.
BloodDrum receives 16 healing from Something.
Your shield crumbles under the damage!
The shield around BloodDrum crumbles.
Something misses BloodDrum.
BloodDrum wanders around!.
Something misses BloodDrum.
Thunderstorm hits BloodDrum for 26 lightning damage.
Thunderstorm hits BloodDrum for (16 absorbed), 5 lightning (5 total damage).
BloodDrum wears (replacing steel ring &039;): steel ring &039;.
BloodDrum is no longer cursed.
BloodDrum is not disabled anymore.
Rotting Disease from Emelarimina the ghoul hits BloodDrum for 33 blight damage.
A shield forms around BloodDrum.
A shield forms around orc elite berserker.
Orc elite berserker receives 14 healing from Something.
BloodDrum receives 16 healing from Something.
Your shield crumbles under the damage!
The shield around BloodDrum crumbles.
Something hits BloodDrum for (16 absorbed), 73 arcane (73 total damage).
Saving game...
