










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Marauder |
| Level / Exp | 12 / 97% |
| Size | small |
| Lifes / Deaths | Killed by Layumivena the gloomy black bear at level 12 on the 3rd Summertide 122nd year of Ascendancy at 18:22 / 1 |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 44 (base 37) |
| Constitution | 17 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 34 (base 18) |
Resources
| Life | -46/454 |
| Stamina | 16/148 |
| Healing Factor | 1.4661497326203 |
| Regeneration | 53.617095721926 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 41.785219413488 |
| See Invisible | 44.785219413488 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Darkness | +10% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Fire | +30% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 7 (38.536585365854%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 1.669446550417 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 19% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
| detrimental effect | Reduces global action speed by 5%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 14% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
| beneficial effect | A flow of life spins around the target, regenerating 29.92 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 18.19 physical damage per turn. Bleeding |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 29 - 41 Accuracy: 61 (knife) APR: 3 Crit Chance: +15% Crit mult: 158% Uses Stats: 50% Str, 70% Dex |
| detrimental effect | Asjan is writhing in agony, suffering from 4 to 22 damage over 5 turns. Agony |
| beneficial effect | Parrying melee and ranged attacks: Has a 11% chance to deflect up to 8 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
You failed to protect the lone alchemist from death by bandit lord. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed length of troll intestine. | 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 |
Equipment
| On feet | Hathydil the Venomtorrent (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: * 20 arcane resource burn Changes resistances: +6% lightning / +9% temporal / +6% acid Changes resistances penetration: +10% nature A pair of boots made of leather. |
| Light source | BlazeumbraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 20 fire Changes stats: +2 Str Changes resistances penetration: +10% fire Maximum life: +42.00 Light radius: +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. |
| On head | Lavagrit (0 def, 3 armour) =2DEX4CUN=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +3 Wil / +4 Cun Changes resistances penetration: +10% fire Light radius: +3 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flashstriker the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to blind Damage (Melee): 7 nature Changes resistances: +6% nature Changes damage: +3% nature Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Abyssquell the iron pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 fire Changes stats: +1 Str Changes resistances: +9% darkness / +6% fire Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Maximum life: +44.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Velissra the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +5 Mag Changes resistances: +22% light / +20% darkness Changes damage: +11% light / +10% darkness Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Duathelbright'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +6 Cun / +2 Str Changes resistances: +22% nature Changes damage: +11% nature Life regen: +0.40 Maximum life: +10.00 Rings can have magical properties. |
| Around neck | 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 (+3 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... |
| In main hand | arcing iron dagger of massacre (15.5-20.15 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. |
| 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 off hand | flaming iron dagger of massacre (15-19.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Sharp, short and deadly. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of acid resistance (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% acid Life regen: +3.00 Maximum life: +32.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.manasurge rune of the psychic (692% regen over 10 turns; 35 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 692% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daimadraleg the copper amulet =3DEX2CUN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Cun Changes resistances: +12% cold / +13% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
warrior's copper ring =3STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Unlightwire the iron battleaxe (11.5-17.25 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 darkness / +4 lightning Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +10% lightning Changes damage: +9% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.insidious iron battleaxe of erosion (15.5-23.25 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 insidious poison / +7 temporal / +7 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Glorerawyn (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +1 Cun / +1 Con Changes damage: +15% temporal Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.20 Maximum mana: +63.00 Spellpower: +6 (+5 eff.) Spell crit. chance: +7% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.fungal iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +8% physical Changes damage: +9% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 62 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.mighty iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes resistances penetration: +9% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Neroba =3STR2DEX3CON=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Wil / +3 Con Changes resistances penetration: +20% mind Life regen: +0.90 Healing mod.: +12% A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) =2STR1CON=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.thick linen cloak of Eldoral (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.insulating pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather. |
iron gauntlets 'Brandstriker' (0 def, 1 armour) =9DEX=Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +9 Dex Changes resistances: +6% lightning / +12% fire Changes damage: +4% lightning Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Thunderobsidian' (0 def, 1 armour) =3CON=Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -2% Changes stats: +2 Dex / +1 Wil / +3 Con Changes resistances: +9% lightning Grants telepathy: Humanoid/Orc Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets of strength (+3) (0 def, 1 armour) =3STR=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +3% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +6% fire A pointy cloth hat, very wizardly... |
iron helm of the depths (0 def, 3 armour) =Water Breathing=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Islyrama' (0 def, 1 armour) =4STR3CON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +3 Con Changes resistances: +6% blight / +3% acid Spell save: +12 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +11% blight / +15% cold / +10% nature A suit of armour made of mail. |
4 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. |
Aeremira (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +4 Fatigue: -5% Changes stats: +3 Str / +2 Dex / +2 Con Changes resistances: +9% acid Spell save: +12 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.insidious pouch of iron shots (12/12, 16.5-19.8 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Damage (Ranged): +10 insidious poison Shots are used with slings to pummel your foes to death. |
forceful elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (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. |
Lorohir [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% cold / +9% darkness / +1% physical Disease immunity: +15% Disarm immunity: +5% It can be used to reveal the area around you, dispelling darkness (radius 9, power 39 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asjan the Halfling Marauder level 10
7th Mirth 122nd year of Ascendancy at 18:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asjan the Halfling Marauder level 9
4th Mirth 122nd year of Ascendancy at 06:22 see stats
Log
Bleeding from Layumivena the gloomy black bear hits Asjan for 12 physical damage.
Asjan receives 27 healing.
Agony from Emelethra the deformed dire wolf hits Asjan for 7 mind damage.
Layumivena the gloomy black bear resists the mind attack!
Asjan hits Layumivena the gloomy black bear for 1 physical, 1 lightning, 0 arcane, 1 nature, 1 mind, 1 physical, 0 arcane, 1 nature, 1 mind, 1 fire (8 total damage).
Asjan hits Emelethra the deformed dire wolf for 1 fire damage.
Layumivena the gloomy black bear hits Asjan for 8 physical, 8 physical (17 total damage).
Layumivena the gloomy black bear recovers sight.
Layumivena the gloomy black bear misses Asjan.
Layumivena the gloomy black bear hits Asjan for (8 parried), 60 physical, 5 physical (65 total damage).
Asjan hits Layumivena the gloomy black bear for 1 darkness, 4 fire (5 total damage).
Asjan is suffering less.
Asjan is not stunned anymore.
Asjan speeds up.
Talent Disengage is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rush is ready to use.
Bleeding from Layumivena the gloomy black bear hits Asjan for 12 physical damage.
Asjan receives 27 healing.
Agony from Emelethra the deformed dire wolf hits Asjan for 17 mind damage.
Asjan uses Infusion: Regeneration.
Asjan starts regenerating health quickly.
Asjan slows down.
Layumivena the gloomy black bear performs a melee critical strike against Asjan!
Saving done.
Saving done.
Saving game...























































































