Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 94% |
| Size | small |
| Lifes / Deaths | Killed by Sandworm Queen at level 18 on the 4th Decay 122nd year of Ascendancy at 10:36 / 1 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 59 (base 46) |
| Constitution | 12 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 13) |
| Cunning | 36 (base 30) |
Resources
| Life | -39/409 |
| Stamina | 3/181 |
| Healing Factor | 1.15 |
| Regeneration | 77.2455 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
| See Stealth | 15 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 51 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 0.70 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.3 |
| Crit Chance | 10% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 27 (45%) |
| Defense | 41.31375 |
| Ranged Defense | 41.31375 |
| Fatigue | 0 |
| Physical Save | 34.1375 |
| Spell Save | 29.7375 |
| Mental Save | 28.2875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
| Stun Resistance | 20% |
| Disarm Resistance | 25% |
| Poison Resistance | 30% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| 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) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Trained Reactions |
| talent | Counter Shot |
| beneficial effect | A flow of life spins around the target, regenerating 65.32 life per turn. Regeneration |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 14 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved 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 Horned Horror. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 73. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 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 | pair of rough leather boots 'Shinepython' (12 def, 1 armour) pair of rough leather boots 'Shinepython' (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+4 eff.) Fatigue: +1% Changes damage: +6% light Light radius: +3 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 32 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots of vileness (0/23, 32.5-39 power, 3 apr) pouch of dwarven-steel shots of vileness (0/23, 32.5-39 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 On weapon hit: * 8% chance to disease Damage (Ranged): +8 blight Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Umbraspar' dwarven lantern 'Umbraspar'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +6% fire / +3% light / +3% darkness Physical save: +13 (+6 eff.) Spell save: +9 (+4 eff.) Light radius: +4 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Rotblast' (0 def, 3 armour) hardened leather cap 'Rotblast' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Wil Changes resistances: +7% blight / +6% nature / +6% lightning Mental save: +8 (+4 eff.) A cap made of leather. |
| On hands | Noregodig the hardened leather gloves (0 def, 2 armour) Noregodig the hardened leather gloves (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str Changes resistances: +9% blight / +11% darkness / +10% arcane Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Physical save: +20 (+9 eff.) Spell save: +11 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 64.72 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | marksman's copper ring of sensing marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +4 Dex Changes resistances: +9% temporal Changes damage: +6% arcane Disarm immunity: +25% Pinning immunity: +26% Stun/Freeze immunity: +20% Knockback immunity: +25% Life regen: +1.60 Maximum life: +26.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | swiftstrike cured leather sling swiftstrike cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Giligakor GiligakorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +6% lightning / +7% temporal / +3% nature Changes damage: +6% physical Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-33.6 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24-33.6 power, 60 block)Requires: - Cunning 25 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.0 - 33.6 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 43.97 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.52 to 115.55 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the duelist (resist 24%; cure magical)wild infusion of the duelist (resist 24%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs 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... |
warrior's steel amulet of vision warrior's steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Blindness immunity: +10% Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +5 A belt that goes around your waist. |
spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Spell save: +6 (+3 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emeluma the Splendourbait (2 def, 0 armour) Emeluma the Splendourbait (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 light Changes resistances: +9% lightning / +19% cold / +21% nature / +19% fire Changes damage: +13% fire / +13% cold / +14% nature / +3% light Light radius: +2 A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of the sentry (2 def, 0 armour) eldritch cashmere wizard hat of the sentry (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mana each turn: +1.10 Mana when hit: +0.90 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +7 See invisible: +10 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10%, and attempts to push all creatures other then yourself out of its radius, inflicting 2.13 light damage and 2.01 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour) stabilizing 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 Physical save: +10 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. coruscating dwarven-steel shield of fire resistance (+28%) (8 def, 2 armour, 31.5-37.8 power, 84.5 block)coruscating dwarven-steel shield of fire resistance (+28%) (8 def, 2 armour, 31.5-37.8 power, 84.5 block) Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage (Melee): +13 fire When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 19 fire Changes stats: +2 Str Changes resistances: +28% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of resilience (6 def, 2 armour, 15.5-18.6 power, 39.5 block)steel shield of resilience (6 def, 2 armour, 15.5-18.6 power, 39.5 block) Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Maximum life: +40.00 Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Newly picked up hateful quiver of ash arrows of accuracy (14/14, 18-25.2 power, 7 apr)hateful quiver of ash arrows of accuracy (14/14, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 Damage (Ranged): +7 darkness Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
73 alchemist agate 73 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lelurab the Morningwreath (dig speed 30 turns) Lelurab the Morningwreath (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% light Spell save: +6 (+3 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Newly picked up icy pouch of steel shots of crippling (19/19, 23-27.6 power, 2 apr)icy pouch of steel shots of crippling (19/19, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +9.5% Capacity: 19 On weapon crit: * cripple the target Damage (Ranged): +5 cold Shots are used with slings to pummel your foes to death. |
tundral pouch of iron shots (18/18, 15-18 power, 1 apr) tundral pouch of iron shots (18/18, 15-18 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 Damage (Ranged): +8 cold Burst (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
Achievements
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Maresen the Halfling Skirmisher level 18
80th Haze 122nd year of Ascendancy at 01:01 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Maresen the Halfling Skirmisher level 11
13rd Dusk 122nd year of Ascendancy at 12:12 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Maresen the Halfling Skirmisher level 18
3rd Decay 122nd year of Ascendancy at 16:22 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Maresen the Halfling Skirmisher level 15
69th Dusk 122nd year of Ascendancy at 13:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Maresen the Halfling Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 23:59 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Maresen the Halfling Skirmisher level 12
42nd Dusk 122nd year of Ascendancy at 16:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Maresen the Halfling Skirmisher level 6
78th Pyre 122nd year of Ascendancy at 04:15 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Maresen the Halfling Skirmisher level 11
2nd Dusk 122nd year of Ascendancy at 02:26 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Maresen the Halfling Skirmisher level 18
80th Haze 122nd year of Ascendancy at 11:50 see stats
Log
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 54 acid damage.
The unstable sand tunnel collapses!
Maresen uses Bash and Smash.
Sandworm Queen slows down.
You do not have enough ammo left!
Maresen hits Sandworm Queen for 67 physical, 0 arcane, (slow 15%) (67 total damage).
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 54 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic corrosive tunneler for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic sandworm tunneler for 55 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Maresen for 59 acid damage.
Talent Infusion: Wild is ready to use.
Maresen shoots!
You do not have enough ammo left!
Maresen uses Infusion: Regeneration.
Maresen starts regenerating health quickly.
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 54 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic corrosive tunneler for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic sandworm tunneler for 55 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Maresen for 59 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm for 59 acid damage.
Maresen cleverly deflects the attack with her shield!
You do not have enough ammo left!
Maresen repels an attack from Gigantic sandworm tunneler.
Sandworm Queen breathes sand!
Gigantic corrosive tunneler resists the sandstorm!
Saving game...
