










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 28 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 28 on the 68th Haze 122nd year of Ascendancy at 10:06 / 2Killed by Adyba the elven blood mage at level 28 on the 68th Haze 122nd year of Ascendancy at 10:16 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 33) |
| Dexterity | 63 (base 58) |
| Constitution | 31 (base 23) |
| Magic | 8 (base 10) |
| Willpower | 39 (base 10) |
| Cunning | 29 (base 19) |
Resources
| Life | -228/692 |
| Stamina | 257/274 |
| Equilibrium | 0 |
| Healing Factor | 0.9567164179104 |
| Regeneration | 6.7926865671638 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 42.450402445479 |
| See Invisible | 42.450402445479 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 21 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +20% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 33 (64.692942254812%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 41 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 61%( 70%) |
| Cold | + 46%( 70%) |
| All | + 2%( 70%) |
| Darkness | + 2%( 70%) |
| Light | + 8%( 70%) |
| Temporal | + 11%( 70%) |
| Lightning | + 35%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 102 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 30.26 fire damage per turn. Burning |
| beneficial effect | You gain 55% resistance against arcane. Resolve |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 58.87 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 45%. Exhaustion |
| 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 |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +2. | 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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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 chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
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 within1 lumberjacks have died. | 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 | Alichik the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +10.0% Physical power: +3 (+1 eff.) Armour: +9 Fatigue: +3% Physical save: +9 (+4 eff.) Life regen: +0.40 Maximum stamina: +20.00 A pair of boots made of leather. |
| Quiver | Blastwild (17/21, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Damage (Ranged): +15 bleed Burst (radius 1) on hit: +12 lightning / +4 temporal Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Growpierce'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +9% blight / +3% light / +5% arcane Changes resistances penetration: +15% nature Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bethilaith (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Changes stats: +5 Wil / +5 Con / +6 Lck Changes resistances: +8% blight Spell save: +30 (+10 eff.) Mental save: +9 (+4 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +4% A cap made of leather. |
| Tool | Elenarek the elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +9% temporal Spell save: +3 (+1 eff.) Stamina each turn: +0.40 Maximum life: +30.00 Healing mod.: +10% It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | 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. |
| In main hand | yew longbow 'Glimmersweeper'Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +2 light Burst (radius 2) on crit: +2 light When wielded/worn: Effects on ranged hit: * 14 arcane resource burn Changes stats: +3 Str / +10 Wil / +5 Cun Changes resistances: +3% light Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +15 (+5 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | scouring rough leather gloves of archery (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 18 arcane resource burn Changes stats: +3 Cun / +2 Dex Spell save: +10 (+4 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Daimylen (4 def, 7 armour)Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +9% acid / +11% physical / +34% lightning / +10% blight / +11% cold / +14% nature / +13% fire Changes damage: +12% physical Physical save: +6 (+3 eff.) Maximum life: +30.00 Mindpower: +9 (+3 eff.) A suit of armour made of leather. |
| Cloak | thick cashmere cloak of Iron Throne (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SilubethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +2 Cun Changes damage: +18% mind Critical mult.: +25.00% Life regen: +3.30 Mindpower: +18 (+6 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Inventory
Radhudur the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% cold / +15% fire / +9% nature / +4% physical Silence immunity: +10% Pinning immunity: +5% Mana each turn: +0.12 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
psionicist's steel ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+3 eff.) Rings can have magical properties. |
Ivildatha the yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +5 Dex Changes resistances: +12% blight / +6% darkness Changes resistances penetration: +15% blight Stun/Freeze immunity: +5% Maximum vim: +30.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff of might (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew starstaff of might (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. 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 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +36.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Mayinne the Radiancenight (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +14% darkness / +3% light Changes resistances penetration: +6% darkness / +25% light Changes damage: +13% darkness Stealth bonus: +10 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
hardened leather gloves 'Cyresevena' (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +8 Changes stats: +4 Dex Poison immunity: +20% Knockback immunity: +15% Only die when reaching: -60.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
quiver of yew arrows 'Demonglamour' (15/15, 34.5-48.3 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn Damage (Ranged): +17 fire / +4 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +11 fire Arrows are used with bows to pierce your foes to death. |
dwarven-steel pickaxe of endurance (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prothotipe's Prismatic EyePowered 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Inzaarid the Thalore Archer level 27
65th Haze 122nd year of Ascendancy at 23:45 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Inzaarid the Thalore Archer level 27
64th Haze 122nd year of Ascendancy at 06:07 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Inzaarid the Thalore Archer level 16
34th Dusk 122nd year of Ascendancy at 04:48 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Inzaarid the Thalore Archer level 21
67th Dusk 122nd year of Ascendancy at 16:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Inzaarid the Thalore Archer level 17
46th Dusk 122nd year of Ascendancy at 20:27 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Inzaarid the Thalore Archer level 21
53rd Dusk 122nd year of Ascendancy at 01:44 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Inzaarid the Thalore Archer level 10
4th Flare 122nd year of Ascendancy at 02:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Inzaarid the Thalore Archer level 20
51st Dusk 122nd year of Ascendancy at 08:12 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Inzaarid the Thalore Archer level 22
18th Haze 122nd year of Ascendancy at 12:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Inzaarid the Thalore Archer level 7
2nd Summertide 122nd year of Ascendancy at 11:23 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Inzaarid the Thalore Archer level 13
1st Dusk 122nd year of Ascendancy at 07:47 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Inzaarid the Thalore Archer level 25
60th Haze 122nd year of Ascendancy at 12:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Inzaarid the Thalore Archer level 14
6th Dusk 122nd year of Ascendancy at 19:04 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Inzaarid the Thalore Archer level 28
68th Haze 122nd year of Ascendancy at 10:06 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Inzaarid the Thalore Archer level 26
62nd Haze 122nd year of Ascendancy at 15:32 see stats
Log
Inzaarid is invigorated by the attack!
Inzaarid is invigorated by the attack!
Impending Doom from Adyba the elven blood mage hits Inzaarid for 55 arcane damage.
Burning from Skeleton mage hits Inzaarid for 32 fire damage.
Adyba the elven blood mage fires a bolt of blight energy from his dragonbone vilestaff!
Inzaarid is invigorated by the attack!
Adyba the elven blood mage's blight bolt hits Inzaarid for 50 blight damage.
The shield around skeleton warrior crumbles.
Inzaarid hits Skeleton warrior for 0 arcane damage.
Skeleton warrior hits Inzaarid for 125 physical damage.
Inzaarid is invigorated by the attack!
Ghast's purging blight area effect hits Adyba the elven blood mage for 31 blight damage.
Skeleton mage receives 42 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Inzaarid for 9 blight damage.
Skeleton warrior receives 43 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 43 healing from Ghast's purging blight area effect.
Skeleton warrior receives 43 healing from Ghast's purging blight area effect.
Deep Wound from Inzaarid hits Adyba the elven blood mage for 4 physical damage.
Bleeding from Inzaarid hits Adyba the elven blood mage for 2 physical damage.
Skeleton master archer shoots!
Inzaarid picks up (e.): elven-wood magestaff of might (25-30 power, 5 apr, lightning element).
Inzaarid's mind surges with critical power!
Inzaarid is invigorated by the attack!
Inzaarid's mind surges with critical power!
Inzaarid is invigorated by the attack!
Impending Doom from Adyba the elven blood mage hits Inzaarid for 55 arcane damage.
Burning from Skeleton mage hits Inzaarid for 32 fire damage.
Adyba the elven blood mage casts Invoke Darkness.
Saving game...
















































































