Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| 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 1.0.0Changes your starting zone to Last Hope. Items Vault 1.3.0Donators/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 | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 22 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Islada the giant yellow ant at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 19:39 / 1 |
Primary Stats
| Strength | 24 (base 17) |
| Dexterity | 38 (base 34) |
| Constitution | 20 (base 10) |
| Magic | 58 (base 47) |
| Willpower | 13 (base 10) |
| Cunning | 33 (base 20) |
Resources
| Life | -3/493 |
| Mana | 150/227 |
| Stamina | 130/130 |
| Healing Factor | 1 |
| Regeneration | 0.85 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 44 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46.737467410726 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.15 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (36%) |
| Defense | 29.4 |
| Ranged Defense | 34.9 |
| Fatigue | 10 |
| Physical Save | 20.7 |
| Spell Save | 22.425 |
| Mental Save | 21.05 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 12% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 446% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 393 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Shielding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 abandoned repented thief to death. Escort: repented thief (level 1 of Dreadfell) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Old Forest) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Kindlemire' (5 def, 3 armour) pair of hardened leather boots 'Kindlemire' (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +10% fire Changes damage: +3% light A pair of boots made of leather. |
| Light source | watchleader's brass lantern =track= watchleader's brass lantern =track=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +12% Light radius: +5 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. 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. |
| On head | Belusagrim the Venomwarden (2 def, 0 armour) Belusagrim the Venomwarden (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +19% fire Changes resistances penetration: +10% nature Changes damage: +3% nature / +13% fire A pointy cloth hat, very wizardly... |
| On hands | Brodelatharain the Filthradiance (0 def, 1 armour) =30daze= Brodelatharain the Filthradiance (0 def, 1 armour) =30daze=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze Damage (Melee): 6 fire Changes resistances: +5% fire Changes resistances penetration: +5% lightning Changes damage: +6% nature / +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Manidranik the Boltglean (dig speed 28 turns) Manidranik the Boltglean (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +1 Str Changes resistances: +3% lightning Changes damage: +6% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bethildavea the gold ring Bethildavea the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +1 Cun / +5 Str Changes resistances: +21% acid / +6% fire / +11% mind / +3% cold Changes damage: +11% mind Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| On fingers | Lustreswift LustreswiftInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Wil Changes resistances: +6% light Mental save: +6 (+3 eff.) Light radius: +2 Rings can have magical properties. |
| Around neck | wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +3 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.40 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | magewarrior's short yew starstaff of greater warding (20-24 power, 4 apr, physical element) magewarrior's short yew starstaff of greater warding (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +6 Defense: +7 (+4 eff.) Maximum wards: +3 physical Changes damage: +20% physical Talents granted: +1 Command Staff +3 Ward Critical mult.: +8.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Murkwish' =30slow= rough leather belt 'Murkwish' =30slow=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +6% temporal / +3% mind A belt that goes around your waist. |
| In off hand | Rootwreath (8 def, 9 armour, 28.5-34.2 power, 74.5 block) Rootwreath (8 def, 9 armour, 28.5-34.2 power, 74.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 On weapon hit: * 14% chance to corrode armour * Slows global speed by 40% * deal bonus physical damage equal to your armor Damage (Melee): +13 acid / +4 nature When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 acid Effects when hit in melee: * 12% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +3 Con Changes resistances: +15% acid / +13% physical / +6% nature Changes damage: +3% arcane Talent granted: +3 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) =1STR= enveloping linen cloak of Iron Throne (7 def, 0 armour) =1STR=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
Delakalthosin the steel amulet =2str= Delakalthosin the steel amulet =2str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Con Physical save: +18 (+9 eff.) Life regen: +1.00 Maximum life: +58.00 Healing mod.: +5% Amulets can have magical properties. |
marksman's copper ring of fire (+24%) =3DEX= marksman's copper ring of fire (+24%) =3DEX=Infused by nature 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: +24% fire Changes damage: +12% fire Rings can have magical properties. |
warrior's copper ring of tenacity =3str= warrior's copper ring of tenacity =3str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. |
Rootstreaker (16.5-21.45 power, 7 apr) =4STR= Rootstreaker (16.5-21.45 power, 7 apr) =4STR=Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +29 nature / +19 temporal When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Str / +1 Dex / +1 Wil / +3 Con Changes damage: +3% nature / +9% physical Stamina when hit: +2.00 Infravision radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of phasing (20.5-26.65 power, 11 apr)dwarven-steel dagger of phasing (20.5-26.65 power, 11 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of projection (17.5-22.75 power, 7 apr)dwarven-steel dagger of projection (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
elemental iron dagger (9-11.7 power, 5 apr) elemental iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +7% acid / +7% fire / +7% cold / +7% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Poriwe the Morningwind (12-16.8 power, 3 apr)Poriwe the Morningwind (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Changes resistances: +3% light / +9% fire One-handed war axes. |
Girdle of the Calm Waters =30hm= Girdle of the Calm Waters =30hm=Infused 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. |
Neira's Memory =shield= Neira's Memory =shield=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 245, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
rough leather belt 'Aerymira' =3DEX= rough leather belt 'Aerymira' =3DEX=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances penetration: +5% blight Changes damage: +3% blight Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
linen cloak 'Blindvein' (1 def, 0 armour) =3wil= linen cloak 'Blindvein' (1 def, 0 armour) =3wil=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +6% darkness Mental 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. |
silk robe of life (3 def, 0 armour) =19hm= silk robe of life (3 def, 0 armour) =19hm=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +9% blight Life regen: +4.30 Maximum life: +40.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrevea the Muckvenom (0 def, 1 armour) Cyrevea the Muckvenom (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% lightning / +6% temporal Changes damage: +9% nature / +9% fire A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) =imp= Eden's Guile (2 def, 1 armour) =imp=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Emelebrelle (2 def, 1 armour) =1STR= Emelebrelle (2 def, 1 armour) =1STR=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Changes stats: +1 Str / +2 Mag Infravision radius: +1 A pair of boots made of leather. |
Gorykhad (0 def, 1 armour) Gorykhad (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour Changes resistances: +6% lightning / +6% temporal / +6% acid Changes damage: +6% acid A pair of boots made of leather. |
Tulineg the pair of hardened leather boots (0 def, 3 armour) =5dex10hm= Tulineg the pair of hardened leather boots (0 def, 3 armour) =5dex10hm=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Lck / +5 Dex Critical mult.: +3.00% Stealth bonus: +11 Healing mod.: +15% A pair of boots made of leather. |
rough leather gloves of strength (+3) (0 def, 1 armour) =3STR= rough leather gloves of strength (+3) (0 def, 1 armour) =3STR=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour) steady iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +1 Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) =imp10wil= Crown of Command (3 def, 6 armour) =imp10wil=Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Xuba (1 def, 0 armour) =4str= Xuba (1 def, 0 armour) =4str=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +4 Str Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Malidohek' (0 def, 5 armour) =8wil= drakeskin leather cap 'Malidohek' (0 def, 5 armour) =8wil=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Mag / +8 Wil / +4 Con Changes resistances: +13% blight / +1% physical Changes damage: +14% blight / +18% arcane Physical save: +9 (+4 eff.) Spell save: +20 (+10 eff.) Mental save: +14 (+7 eff.) Stun/Freeze immunity: +20% Teleport immunity: +5% Only die when reaching: -60.00 life Spell crit. chance: +4% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of stability (2 def, 4 armour)cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +11 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Treevault (6 def, 2 armour, 16.5-19.8 power, 40.5 block)Treevault (6 def, 2 armour, 16.5-19.8 power, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 On weapon hit: * 14% chance to daze Damage (Melee): +4 nature When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 12 lightning Changes resistances: +6% nature Talent granted: +2 Block Equilibrium when hit: +0.08 Maximum hate: +4.00 Handheld deflection devices. |
8 agate 8 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. |
463 alchemist agate 463 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
iron pickaxe of endurance (dig speed 38 turns) =2str= iron pickaxe of endurance (dig speed 38 turns) =2str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =sum= Mummified Egg-sac of Ungolë =sum=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 spinel 5 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. |
This item will automatically be transmogrified when you leave the level. CorruptionpierceCorruptionpierce Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature / +5% arcane Mental save: +5 (+2 eff.) Disarm immunity: +5% Mindpower: +5 (+2 eff.) Mental crit. chance: +5% 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of thorny skin 'Charstalker' [power 21] (26 cooldown) elm totem of thorny skin 'Charstalker' [power 21] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 fire Changes resistances: +9% fire It can be used to harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By getstoned420 the Cornac Arcane Blade level 21
78th Haze 122nd year of Ascendancy at 02:43 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By getstoned420 the Cornac Arcane Blade level 11
57th Dusk 122nd year of Ascendancy at 08:06 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By getstoned420 the Cornac Arcane Blade level 10
79th Pyre 122nd year of Ascendancy at 11:53 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By getstoned420 the Cornac Arcane Blade level 20
58th Haze 122nd year of Ascendancy at 23:40 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By getstoned420 the Cornac Arcane Blade level 14
10th Haze 122nd year of Ascendancy at 16:46 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By getstoned420 the Cornac Arcane Blade level 10
52nd Dusk 122nd year of Ascendancy at 04:11 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By getstoned420 the Cornac Arcane Blade level 14
76th Dusk 122nd year of Ascendancy at 06:12 see stats
Log
You don't see how to get there...
You don't see how to get there...
Talent Infusion: Movement is ready to use.
Resting starts...
Islada the giant yellow ant uses Shield Pummel.
Rested for 8 turns (stop reason: taken damage).
Islada the giant yellow ant's armor corrodes!
Getstoned420 is stunned!
Islada the giant yellow ant hits getstoned420 for 29 physical, 22 cold, 12 cold, 32 physical, 36 physical, 22 cold, 12 cold, 32 physical (196 total damage).
getstoned420 hits Islada the giant yellow ant for , (10 to psi shield), 3 acid, , (10 to psi shield), 3 acid (6 total damage).
Islada the giant yellow ant's Beyond the Flesh hits getstoned420 for 40 physical, 8 mind, 6 cold, 16 physical (70 total damage).
getstoned420 hits Islada the giant yellow ant for , (3 to psi shield), 1 acid (1 total damage).
Getstoned420 casts Rune: Shielding.
A shield forms around getstoned420.
Getstoned420 casts Aegis.
Getstoned420 uses Infusion: Movement.
Getstoned420 is moving freely.
Getstoned420 prepares for the next kill!.
Getstoned420 slows down.
Getstoned420 is moving less freely.
The shield around getstoned420 crumbles.
Islada the giant yellow ant is no longer frenzied.
Getstoned420 resists the mind attack!
Islada the giant yellow ant uses Shield Pummel.
Saving game...
