











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 | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 17 / 92% |
| Size | small |
| Lifes / Deaths | Killed by storm drake hatchling at level 7 on the 3rd Mirth 122nd year of Ascendancy at 20:17 0 / 7Killed by venom drake hatchling at level 7 on the 4th Mirth 122nd year of Ascendancy at 05:14 Killed by Holin the Hammerer at level 12 on the 59th Haze 122nd year of Ascendancy at 05:23 Killed by Samahtrapar the Invoker at level 13 on the 60th Haze 122nd year of Ascendancy at 07:42 Killed by snow giant boulder thrower at level 17 on the 23rd Regrowth 123rd year of Ascendancy at 09:30 Killed by snow giant boulder thrower at level 17 on the 23rd Regrowth 123rd year of Ascendancy at 10:44 Killed by snow giant boulder thrower at level 17 on the 23rd Regrowth 123rd year of Ascendancy at 11:44 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 36 (base 28) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 34 (base 25) |
| Cunning | 38 (base 33) |
Resources
| Life | -159/394 |
| Positive | 91/98 |
| Stamina | 145/218 |
| Healing Factor | 1.4445901639344 |
| Regeneration | 29.136128496198 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.415410021227 |
| See Invisible | 33.415410021227 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 35 |
| Crit Chance | 15% |
| APR | 5 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Lightning | +24% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 20 (57.811550151976%) |
| Defense | 46 |
| Ranged Defense | 47 |
| Fatigue | 4.7616173808087 |
| Physical Save | 19 |
| Spell Save | 22 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 21%( 70%) |
| Blight | + 21%( 70%) |
| Cold | + 36%( 70%) |
| Fire | + 21%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
| Bleed Resistance | 50% |
| Confusion Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 154 life over 5 turns. |
| 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 54 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target stands strong, increasing all resistances by 1.8% and resistance caps by 0.3%. Eternal Warrior |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 17 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 |
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 yellow jelly. Escort: injured seer (level 2 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within3 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 | miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Quiver | Noonworm the pouch of dwarven-steel shots (19/21, 136% power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Light Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 40% chance to blind Damage (Ranged): +14 darkness / +28 light Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 19.78 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 19.78 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 11/30) : Effective talent level: 1.0 Power cost: 20 out of 11/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 13.26 to 39.77 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 15.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: -5 Lck Trap disarming bonus: +5 Physical save: -5 (-5 eff.) Spell save: -5 (-3 eff.) Mental save: -5 (-2 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. |
| On fingers | savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
| Around neck | Blastwend the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +8 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +2 Con Cut immunity: +50% Only die when reaching: -80.00 life Maximum stamina: +10.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | mighty hardened leather sling of lightningRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 lightning When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +14% lightning Slings are used to hurl stones or metal shots at your foes. |
| 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 | Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Unlightspire the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes resistances penetration: +15% darkness Critical mult.: +5.00% Mental save: +6 (+3 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating cured leather armour of resilience (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +2.80 Stamina each turn: +0.60 Maximum life: +25.00 A suit of armour made of leather. |
Inventory
marksman's copper ring of arcana(+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Silence immunity: +21% Mana each turn: +0.11 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
drakeskin leather sling 'Jetmaim'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +22 nature When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +3.0% Changes resistances: +6% acid / +9% darkness / +7% all Changes resistances penetration: +15% physical / +11% nature / +15% darkness Changes damage: +12% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radiancebright (8 def, 2 armour, 100% power, 77.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 Damage (Melee): +8 blight / +12 cold Burst (radius 2) on crit: +16 blight When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 13 ice / 12 light Changes damage: +9% light Talent granted: +3 Block Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
41 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. |
4 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. |
6 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. |
6 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. |
iron pickaxe of wreckage (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
5 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +11% 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
high-capacity pouch of iron shots of vileness (46/46, 107% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 107% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 46 On weapon hit: * 6% chance to disease Damage (Ranged): +6 blight When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain!
Turn into a pirate!By Holin the Hammerer the Halfling Skirmisher level 1
74th Pyre 122nd year of Ascendancy at 14:42 see stats
Bringer of Doom
Killed a Bringer of Doom.By Holin the Hammerer the Halfling Skirmisher level 14
61st Haze 122nd year of Ascendancy at 07:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Holin the Hammerer the Halfling Skirmisher level 11
33rd Dusk 122nd year of Ascendancy at 06:36 see stats
Exterminator
Killed 1000 creatures.By Holin the Hammerer the Halfling Skirmisher level 16
5th Regrowth 123rd year of Ascendancy at 21:22 see stats
Fool of a Took!
Killed oneself as a halfling.By Holin the Hammerer the Halfling Skirmisher level 12
59th Haze 122nd year of Ascendancy at 05:23 see stats
Level 10
Got a character to level 10.By Holin the Hammerer the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 11:20 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Holin the Hammerer the Halfling Skirmisher level 12
42nd Dusk 122nd year of Ascendancy at 01:49 see stats
The Arena
Unlocked Arena mode.By Holin the Hammerer the Halfling Skirmisher level 10
9th Flare 122nd year of Ascendancy at 04:40 see stats
The secret city
Discovered the truth about mages.By Holin the Hammerer the Halfling Skirmisher level 11
11st Dusk 122nd year of Ascendancy at 07:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Holin the Hammerer the Halfling Skirmisher level 16
5th Regrowth 123rd year of Ascendancy at 10:06 see stats
Unstoppable
Returned from the dead.By Holin the Hammerer the Halfling Skirmisher level 17
23rd Regrowth 123rd year of Ascendancy at 10:44 see stats
Log
Holin the Hammerer tries to evade attacks.
Evasion is still on cooldown for 17 turns.
Evasion is still on cooldown for 17 turns.
Evasion is still on cooldown for 17 turns.
Holin the Hammerer uses Hurricane Shot.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Holin the Hammerer.
Holin the Hammerer cleverly deflects the attack with his shield!
Holin the Hammerer repels an attack from Ghast.
Skeleton archer shoots!
Holin the Hammerer deflects the projectile from Skeleton archer to the south!
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
Skeleton warrior uses Stunning Blow.
Holin the Hammerer is stunned!
Skeleton warrior hits Holin the Hammerer for 103 physical damage.
Holin the Hammerer's Hurricane Shot hits Ghast for 42 light, 12 lightning, 31 light, 14 darkness (98 total damage).
Holin the Hammerer hits Armoured skeleton warrior for 13 lightning, 10 mind (24 total damage).
Holin the Hammerer hits Skeleton warrior for 15 lightning, 12 mind (27 total damage).
Holin the Hammerer's Hurricane Shot hits Skeleton archer for 42 light, 10 lightning, 31 light, 14 darkness (97 total damage).
Armoured skeleton warrior hits Holin the Hammerer for 15 physical, 8 cold, 4 cold (27 total damage).
Siloseta the snow giant chieftain casts Invoke Darkness.
Skeleton archer's Shoot hits Armoured skeleton warrior for 48 physical damage.
Siloseta the snow giant chieftain hits Holin the Hammerer for 180 darkness damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Holin the Hammerer!
Skeleton warrior is knocked back!
Armoured skeleton warrior is knocked back!
Saving game...







































































