












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 19 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Porith the rattlesnake at level 18 on the 60th Haze 122nd year of Ascendancy at 14:33 / 1 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 56 (base 47) |
| Constitution | 20 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 50 (base 38) |
Resources
| Life | 385/385 |
| Stamina | 35/154 |
| Equilibrium | 0 |
| Healing Factor | 1.4789473684211 |
| Regeneration | 8.5315856887389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 7 |
| See Stealth | 46.637072247758 |
| See Invisible | 42.637072247758 |
| Stealth | 32.623023481722 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 41 |
| Crit Chance | 23% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 41 |
| Crit Chance | 25% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Lightning | +18% |
| Light | +24% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +13% |
| Acid | +24% |
| Temporal | +14% |
Defense: Base
| Armour (hardiness) | 26 (57.811550151976%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 9 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 363% 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 Constitution stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Stealth |
| talent | Apply Poison |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.7 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 65 - 90 Accuracy: 54 (knife) APR: 13 Crit Chance: +19% Crit mult: 159% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 34% chance to deflect up to 18 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning 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 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | Polita the Prismbreak (0 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes resistances: +16% temporal / +21% darkness / +12% light Changes resistances penetration: +13% darkness / +14% temporal Changes damage: +12% light Life regen: +0.60 Stamina each turn: +0.40 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
| Light source | brass lantern 'Tempestslicer'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Cun / +2 Con Changes damage: +9% lightning Physical save: +6 (+4 eff.) Light radius: +2 Infravision radius: +3 Healing mod.: +10% 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 | Growthwire (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +2 Dex Changes resistances: +3% acid / +9% fire / +9% nature / +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Chargecrack (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 darkness Changes stats: +5 Wil / +2 Cun / +4 Con Changes resistances: +7% darkness / +6% lightning Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 40% chance to daze at end of turn * 6% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Dregar (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +6% acid / +9% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 28 light Rings can have magical properties. |
| On fingers | Berizilantir the LustreedgePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +6% light Changes damage: +12% light Blindness immunity: +26% Light radius: +2 Infravision radius: +3 See stealth: +9 See invisible: +5 Rings can have magical properties. |
| Around neck | wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +3 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| In main hand | caustic dwarven-steel dagger of amnesia (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 4% chance to corrode armour by 30% * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +4% acid Life regen: +0.72 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 | manaburning stralite dagger (31-40.3 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 8 arcane resource burn Sharp, short and deadly. |
| Cloak | linen cloak 'Nimbusspiker' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 nature Changes resistances: +3% nature Changes damage: +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Cleanseumbra' (2 def, 11 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 8 acid Changes resistances: +12% acid / +14% fire / +3% nature / +15% physical Changes resistances penetration: +20% acid A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 146)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level.shielding rune of the warrior (absorb 142 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 3 turns. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level.balanced steel longsword of phasing (15-21 power, 10 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Betikira the steel mace (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 8 bleeding, 37% reduced healing * wounds the target for 7 turns: 8 bleeding, 37% reduced healing Damage (Melee): +7 nature / +6 temporal When wielded/worn: Physical crit. chance: +13.0% Physical power: +14 (+4 eff.) Changes resistances: +3% blight Changes resistances penetration: +15% blight Spell save: +9 (+9 eff.) Spellpower: +2 (+1 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace 'Skypierce' (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature / +5 temporal When wielded/worn: Armour: +6 Damage when hit (Melee): 8 lightning Changes stats: +5 Str Changes resistances: +15% lightning Maximum life: +30.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted vined mindstar of life (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +22.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.horrifying thorny mindstar (7-7.7 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 2 darkness Changes damage: +4% mind / +2% darkness Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Elenasta (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +24% mind / +15% fire Talent granted: +1 Command Staff Mental save: +15 (+8 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elm starstaff (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +10% light Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +7 (+4 eff.) Spell crit. chance: +1% Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel waraxe of the mystic (11.5-16.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Spellpower: +5 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Pitchkiss the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil / +2 Cun Changes resistances: +6% darkness / +7% physical Changes damage: +6% darkness Physical save: +6 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +20 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Searrebel (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 fire Changes resistances: +6% mind / +6% acid Changes resistances penetration: +25% acid Changes damage: +6% fire Mental save: +11 (+6 eff.) A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +18% fire Life regen: +2.40 Stamina each turn: +0.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +20% acid A suit of armour made of leather. |
volcanic cured leather armour (2 def, 10 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +10% fire / +12% physical A suit of armour made of leather. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 (2/2)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 176 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.ash totem of cure ailments [power 2] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vaporwave the Cornac Rogue level 9
10th Flare 122nd year of Ascendancy at 10:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vaporwave the Cornac Rogue level 10
9th Dusk 122nd year of Ascendancy at 19:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vaporwave the Cornac Rogue level 9
1st Flare 122nd year of Ascendancy at 13:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vaporwave the Cornac Rogue level 10
14th Dusk 122nd year of Ascendancy at 16:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vaporwave the Cornac Rogue level 18
49th Haze 122nd year of Ascendancy at 20:56 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Vaporwave the Cornac Rogue level 18
60th Haze 122nd year of Ascendancy at 14:33 see stats
Log
Talent Hidden Blades is ready to use.
Deadly Poison from Vaporwave hits Storm drake hatchling for 17 nature damage.
Storm drake hatchling hits Vaporwave for 4 lightning, 4 lightning (8 total damage).
Vaporwave hits Storm drake hatchling for 61 physical, 25 light, 8 darkness, 6 fire, 46 physical, 0 arcane, 25 light, 8 darkness, 6 fire (184 total damage).
Deadly Poison from Vaporwave hits Storm drake hatchling for 17 nature damage.
Vaporwave strikes storm drake hatchling with hidden blades!
Vaporwave performs a melee critical strike against Storm drake hatchling!
Storm drake hatchling hits Vaporwave for 4 lightning, 4 lightning, 4 lightning (11 total damage).
Vaporwave hits Storm drake hatchling for 72 physical damage.
Vaporwave killed Storm drake hatchling!
Talent Infusion: Healing is ready to use.
You pickup 0.70 gold pieces.
Talent Flurry is ready to use.
Talent Stealth is ready to use.
Talent Track is ready to use.
Talent Hidden Blades is ready to use.
Vaporwave activates Stealth.
Resting starts...
Rested for 0 turns.
Saving game...
Saving done.
Vaporwave deactivates Stealth.
Vaporwave deactivates Apply Poison.
Vaporwave deactivates Trained Reactions.















































































