











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 24 / 55% |
| Size | small |
| Lifes / Deaths | Killed by ultimate shivgoroth at level 6 on the 2nd Mirth 122nd year of Ascendancy at 19:36 0 / 6Killed by ultimate shivgoroth at level 6 on the 2nd Mirth 122nd year of Ascendancy at 22:35 Killed by Yvuna the skeleton magus at level 11 on the 3rd Flare 122nd year of Ascendancy at 06:59 Killed by Isomikira the slaver at level 17 on the 18th Haze 122nd year of Ascendancy at 05:32 Killed by Lisumina the thief at level 20 on the 21st Regrowth 123rd year of Ascendancy at 15:14 Killed by netherworm mass at level 24 on the 31st Regrowth 123rd year of Ascendancy at 05:05 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 80 (base 38) |
| Constitution | 34 (base 26) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 62 (base 44) |
Resources
| Life | 712/712 |
| Stamina | 172/172 |
| Healing Factor | 1.2964705882353 |
| Regeneration | 11.043940931466 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -55% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 5 |
| See Stealth | 41.154681673803 |
| See Invisible | 65.154681673803 |
| Stealth | 59.877783540026 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 69 |
| Crit Chance | 51% |
| APR | 56 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 69 |
| Crit Chance | 46% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Physical | +9% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 19 (90.376569037657%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 13 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Light | + 18%( 70%) |
| Blight | + 10%( 70%) |
| Nature | + 26%( 70%) |
| Fire | + 10%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 43% |
| Bleed Resistance | 20% |
| Disarm Resistance | 91% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 464 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 774% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Stealth |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.3 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 64% chance to deflect up to 20 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+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 Misdirection (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of wight ectoplasm. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed length of troll intestine. * You've found the needed hummerhorn wing. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Corruptionvengeance (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Mov.spd +10% Dmg.mod +3% cold +9% physical ----- def ----- Armour +4 Fatigue -4% Resists +12% nature Max.HP +48.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Camelach'2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +6 Resists +3% blight HP.reg +4.00 Cut- +20% Silence- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Prismwaker the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +6% light Spell.save +5 (+5 eff.) Die.at -60.00 life Max.HP +55.00 Heal.mod +12% ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Bygas the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +6% light +3% fire Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Pinning- +20% Unarmed combat: Power 90% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Fogorder1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +8 Dex +1 Wil +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Res.pen +15% darkness ---------- misc See.Invis +9 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Jetire (14 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +2 Cun +5 Con dps ---------- Phys.crit +5.0% Apr +10 ----- def ----- Armour +4 Defense +14 (+4 eff.) Fatigue +7% Resists +6% darkness Crit.dmg- 10.00% ---------- misc Stam/turn +0.70 See.Invis +15 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 38 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Dimkin the iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 100% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +20 mind While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +7% physical Acc +7 (+2 eff.) Apr +7 ----- def ----- Resists +6% lightning +12% cold Phys.save +9 (+5 eff.) Max.HP +40.00 Sharp, short and deadly. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Cun, 45% Dex, 10% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 60.10 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Jetgrinder (149% power, 5 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 15% While equipped: Stats +3 Dex dps ---------- Res.pen +15% darkness ----- def ----- Armour +6 Massive two-handed mauls. |
Erilaldil the dragonbone longbow4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Crit.r2 +45 acid +17 nature While equipped: Stats +14 Str +11 Dex +9 Mag +15 Wil +20 Cun +14 Con dps ---------- Phys.spd +10% Res.pen +24% acid +24% nature Apr +17 ----- def ----- Resists +6% temporal Die.at -20.00 life Blind- +20% Longbows are used to shoot arrows at your foes. |
Homnir the Soothack4.0 T2 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +7 Con ----- def ----- Resists +6% acid +18% cold +3% darkness +6% blight ---------- misc Infravis +3 Masteries +0.20 Wild-gift/Fungus Regenerate 116 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +2.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Hellswish the elm vilestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +8% Crit.mult +31.00% Spell.pwr +3 (+3 eff.) Dmg.mod +6% lightning +10% fire Res.pen +5% fire ----- def ----- Resists +21% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron helm 'Thunderhunger' (0 def, 3 armour) =BREATH=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning +15% light ----- def ----- Armour +3 Fatigue +5% Resists +9% cold +3% nature +6% darkness Spell.save +3 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% acid A suit of armour made of leather. |
windwalling dwarven-steel shield of winter (0 def, 6 armour, 100% power, 74 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego++] Nature/Psionic When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +74 Melee+ +15 physical +13 cold While equipped: Stats +5 Wil dps ---------- On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% physical +13% cold Shield.near.proj +50 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
Voidwilter the quiver of yew arrows (18/18, 138% power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 138% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +20 darkness +12 nature On Hit.r1 +8 lightning On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 15% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of accuracy (17/17, 121% power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
440 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Madedur the iron pickaxe (dig speed 29 turns) =ARC=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +6% arcane +6% temporal Res.pen +20% arcane Acc +4 (+1 eff.) Melee Ret 2 arcane 8 temporal ----- def ----- Resists +5% arcane ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mardyruiran (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Cun +1 Str dps ---------- Mind.pwr +25 (+12 eff.) ----- def ----- Resists +3% temporal Spell.save +3 (+3 eff.) Max.HP +24.00 Teleport- +20% ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
sentry's pouch of dwarven-steel shots of accuracy (42/44, 146% power, 7 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 146% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +7 Crit +5.0% Capacity 44 Rld cld 5 Shots are used with slings to pummel your foes to death. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Stabby Facsist the Halfling Rogue level 12
9th Dusk 122nd year of Ascendancy at 04:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Stabby Facsist the Halfling Rogue level 23
29th Regrowth 123rd year of Ascendancy at 11:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Stabby Facsist the Halfling Rogue level 10
2nd Summertide 122nd year of Ascendancy at 22:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Stabby Facsist the Halfling Rogue level 20
18th Regrowth 123rd year of Ascendancy at 16:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Stabby Facsist the Halfling Rogue level 17
62nd Haze 122nd year of Ascendancy at 01:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Stabby Facsist the Halfling Rogue level 24
30th Regrowth 123rd year of Ascendancy at 04:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Stabby Facsist the Halfling Rogue level 17
18th Haze 122nd year of Ascendancy at 05:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Stabby Facsist the Halfling Rogue level 9
2nd Summertide 122nd year of Ascendancy at 02:09 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Stabby Facsist the Halfling Rogue level 17
19th Haze 122nd year of Ascendancy at 11:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Stabby Facsist the Halfling Rogue level 23
25th Regrowth 123rd year of Ascendancy at 13:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Stabby Facsist the Halfling Rogue level 17
19th Haze 122nd year of Ascendancy at 02:31 see stats
Log
Stabby Facsist hits Netherworm mass for 159 physical, 132 physical (290 total damage).
Netherworm mass misses Stabby Facsist.
Netherworm mass misses Stabby Facsist.
Netherworm mass hits Stabby Facsist for (21 parried), 18 temporal, 17 darkness, 5 healing (35 total damage) [5 healing].
Netherworm mass hits Stabby Facsist for 21 temporal, 20 darkness (41 total damage).
Melee retaliation hits Netherworm mass for 10 blight damage.
Melee retaliation hits Netherworm mass for 10 blight damage.
Bleeding from Stabby Facsist hits Netherworm mass for 90 physical damage.
Bleeding from Stabby Facsist hits Netherworm mass for 30 physical damage.
Stabby Facsist receives 3 healing from Bloodcaller.
Stabby Facsist the level 24 halfling rogue was darkened to death by a netherworm mass on level 3 of Old Forest.
You have no more lives left.
Stabby Facsist's awareness returns to normal.
Stabby Facsist feels pain again.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Bloodcaller killed Stabby Facsist!
Talent Resonance Field is ready to use.
Stabby Facsist activates Stealth.
Talent Whirlwind is ready to use.
Talent Infusion: Wild is ready to use.
Talent Luck of the Little Folk is ready to use.
Saving done.
Stabby Facsist deactivates Stealth.








































































































