











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Steamtech UI 1.1.4 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 21 / 88% |
| Size | small |
| Lifes / Deaths | Killed by Ce'Naba the ghoul at level 12 on the 6th Dusk 122nd year of Ascendancy at 21:03 0 / 6Killed by Ce'Naba the ghoul at level 12 on the 6th Dusk 122nd year of Ascendancy at 21:46 Killed by snow giant thunderer at level 13 on the 14th Dusk 122nd year of Ascendancy at 12:08 Killed by snow giant boulder thrower at level 15 on the 15th Dusk 122nd year of Ascendancy at 19:05 Killed by animated mummy wrappings at level 18 on the 58th Haze 122nd year of Ascendancy at 03:42 Killed by The Master at level 21 on the 6th Decay 122nd year of Ascendancy at 00:54 |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 76 (base 47) |
| Constitution | 18 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 21) |
| Cunning | 41 (base 30) |
Resources
| Life | -71/529 |
| Stamina | 74/155 |
| Equilibrium | 20 |
| Healing Factor | 1.363829787234 |
| Regeneration | 33.156729128584 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 40.709119195249 |
| See Invisible | 40.709119195249 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 60 |
| Crit Chance | 90% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +24% |
| Acid | +9% |
| Cold | +10% |
| All | +4% |
Offense: Damage Penetration
| Arcane | +34% |
| Fire | +44% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 36 (70.376569037657%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 33 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 12%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Elemental Harmony |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| beneficial effect | The target's luck and cunning combine to grant it 33% higher critical chance and 33 saves. Halflings's Luck |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 428 HP on the iceblock remaining. Frozen |
| beneficial effect | Increases defense by 24. Mobile Defense |
| beneficial effect | Increases armour by 8. Elemental Harmony |
| beneficial effect | The target has 19 increased life regeneration. Recovery |
| 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 69%. Exhaustion |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks. 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Porulenne the vampire. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of greater demon bile. * '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 have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed hummerhorn wing. * You've found the needed wretchling eyeball. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. | active |
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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Kilnwrecker the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +3 Fatigue -7% Resists +6% blight +12% light +3% nature Phys.save +10 (+4 eff.) Die.at -60.00 life Heal.mod +5% ---------- misc Max.enc +26 A pair of boots made of leather. |
| Quiver | Brodoruigorn the Tempestwasp (21/22, 184% power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 184% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +38.0% Capacity 22 Ranged+ +16 lightning +15 cold +20 light On Hit.r1 +4 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Koruvor the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Mind.pwr +15 (+6 eff.) Res.pen +25% arcane +9% all Apr +10 Melee Ret 4 mind ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | catburglar's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Cun +11 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +11% darkness ---------- misc Infravis +2 A cap made of leather. |
| Tool | Satyrbrand the ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Resists +6% acid +12% fire Crit.dmg- 5.00% Phys.save +3 (+1 eff.) HP.reg +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 302 Base Damage: 164 Armor: 7 All Resist: 0 Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper amethyst ring0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +14 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+0 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 265.70 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
| On hands | Beolarion the hardened leather gloves (5 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Melee+ 7 acid 5 cold Dmg.mod +5% acid +6% cold ----- def ----- Armour +9 Defense +5 (+0 eff.) Resists +7% acid +12% cold Mind.save +6 (+3 eff.) Max.HP +54.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | volcanic hardened leather armour of Toknor (9 def, 13 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +9 (+0 eff.) Fatigue +8% Resists +11% fire +15% physical A suit of armour made of leather. |
| Cloak | Torchobsidian the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% fire ----- def ----- Defense +9 (+0 eff.) Resists +15% acid Phys.save +7 (+3 eff.) Heal.mod +10% Blind- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Inventory
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
flaming dwarven-steel greatsword of corruption (148% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire On Hit: 20% Curse of Impotence 3 Massive two-handed swords. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Oozing Heart (115% power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+5 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 105.82 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+0 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range 7 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
steady hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +3.0% Res.pen +7% all Acc +17 (+4 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
woollen robe 'Unlightraider' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% acid +15% temporal Res.pen +5% darkness Melee Ret 10 mind 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +15% temporal +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerynor the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% acid Res.pen +15% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 * 10% chance to reduce armor by 22% ----- def ----- Armour +3 ---------- misc Spell.cld 10% A pair of boots made of leather. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 55.6 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap 'Mayyldanne' (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +25% blight ----- def ----- Armour +7 Fatigue +3% Resists +18% acid Max.HP +60.00 ---------- misc See.Invis +9 A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+0 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
39 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+0 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+0 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Runazill the Halfling Archer level 16
40th Dusk 122nd year of Ascendancy at 21:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Runazill the Halfling Archer level 18
17th Haze 122nd year of Ascendancy at 12:26 see stats
Exterminator
Killed 1000 creatures.By Runazill the Halfling Archer level 17
77th Dusk 122nd year of Ascendancy at 23:33 see stats
Level 10
Got a character to level 10.By Runazill the Halfling Archer level 10
7th Mirth 122nd year of Ascendancy at 21:05 see stats
Level 20
Got a character to level 20.By Runazill the Halfling Archer level 20
2nd Decay 122nd year of Ascendancy at 10:38 see stats
Poisonous
Sided with the assassin lord.By Runazill the Halfling Archer level 15
18th Dusk 122nd year of Ascendancy at 09:27 see stats
Size matters
Did over 600 damage in one attack.By Runazill the Halfling Archer level 20
2nd Decay 122nd year of Ascendancy at 12:57 see stats
The secret city
Discovered the truth about mages.By Runazill the Halfling Archer level 11
10th Mirth 122nd year of Ascendancy at 05:45 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Runazill the Halfling Archer level 18
40th Haze 122nd year of Ascendancy at 17:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Runazill the Halfling Archer level 16
41st Dusk 122nd year of Ascendancy at 07:48 see stats
Log
Runazill uses Luck of the Little Folk.
Runazill seems more aware.
Will o' the wisp explodes! Runazill is enveloped in frost.
Will o' the wisp hits Runazill for (70 to ice), 105 cold (105 total damage).
Forest wight's glacial vapour area effect hits The Master for 26 cold damage.
Forest wight's glacial vapour area effect hits Will o' the wisp for 7 cold damage.
Forest wight's glacial vapour area effect hits Will o' the wisp for 7 cold damage.
Forest wight's glacial vapour area effect hits Runazill for (8 to ice), 12 cold (12 total damage).
Forest wight's glacial vapour area effect hits Elder vampire for 5 cold damage.
Forest wight's glacial vapour area effect hits Will o' the wisp for 7 cold damage.
The Master receives 26 healing from Ghoulking's purging blight area effect.
Will o' the wisp receives 28 healing from Ghoulking's purging blight area effect.
Will o' the wisp receives 28 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Runazill for (5 to ice), 8 blight (8 total damage).
Elder vampire receives 28 healing from Ghoulking's purging blight area effect.
Will o' the wisp receives 28 healing from Ghoulking's purging blight area effect.
Elder vampire uses Stun.
Runazill evades Elder vampire.
Will o' the wisp explodes! Runazill is enveloped in frost.
Will o' the wisp hits Runazill for (70 to ice), 105 cold (105 total damage).
The Master casts Manathrust.
The Master hits Runazill for (52 to ice), 78 arcane (78 total damage).
Runazill the level 21 halfling archer was mana-torn to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
Runazill deactivates Trained Reactions.
Runazill has finished recovering.
Runazill is no longer evading attacks.
Runazill's awareness returns to normal.
Runazill deactivates Elemental Harmony.
Runazill is free from the ice.
Runazill deactivates Intuitive Shots.



























































































