










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 17 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Xanumira the sandworm destroyer at level 17 on the 66th Haze 122nd year of Ascendancy at 06:25 / 1 |
Primary Stats
| Strength | 43.76 (base 32) |
| Dexterity | 24 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 56.76 (base 42) |
| Willpower | 17 (base 10) |
| Cunning | 40.76 (base 16) |
Resources
| Life | -369/549 |
| Mana | 54/141 |
| Stamina | 135/146 |
| Healing Factor | 0.42577038656127 |
| Regeneration | 0.78767521513836 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Acid | +3% |
| Light | +3% |
| Temporal | +4% |
| Darkness | +12% |
| Arcane | +4% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Mind | +10% |
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 50.416050405667 (76.629213483146%) |
| Defense | 22 |
| Ranged Defense | 32 |
| Fatigue | 30 |
| Physical Save | 36 |
| Spell Save | 23 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 18%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 26%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 45% |
| Pinning Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| 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 326 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 8 turns. While Heroism is active, you will only die when reaching -348 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Fiery Hands |
| detrimental effect | Reduces global action speed by 30%. Slow |
| 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 |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | Increases your three highest stats by 10 and keeps you from dying even if your life drops to -307. Heroism |
| detrimental effect | The target is confused, acting randomly (chance 36%) and unable to perform complex actions. Confused |
| detrimental effect | The target's has a cursed wound, reducing healing by 49%. Cursed Wound |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.29 nature damage per turn and decreasing all heals received by 28%. Insidious Poison |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
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 have explored the Maze and vanquished the Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 warg claw. * You've found the needed snow giant kidney. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 | Arthorathel (0 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +4 Wil / +3 Cun / +7 Con Changes resistances: +9% acid / +10% lightning / +10% cold / +6% mind / +11% fire Changes resistances penetration: +15% acid / +8% physical / +10% mind Changes damage: +3% acid Physical save: +17 (+7 eff.) Mental save: +18 (+9 eff.) Mindpower: +6 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +4 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 | hardened leather cap 'Korumahor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +7 Dex Changes resistances: +4% physical Physical save: +12 (+5 eff.) Life regen: +0.40 Maximum life: +20.00 A cap made of leather. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 3 turns) 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 | sneakthief's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Effects on melee hit: * 14% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 22 light Changes stats: +5 Cun / +4 Dex Rings can have magical properties. |
| On fingers | warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
| Around waist | nightruned hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Changes resistances: +8% light / +8% darkness It can be used to create a temporary shield that absorbs 170 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Fogbone the dwarven-steel greatsword (44.5-71.2 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.5 - 71.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +8 lightning / +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% lightning Changes damage: +12% darkness Massive two-handed swords. |
| On hands | temporal iron gauntlets of magic (+3) (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): 5 temporal Damage (Ranged): 5 temporal Changes stats: +3 Mag Changes resistances: +5% temporal Changes damage: +4% arcane / +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel plate armour 'Emelytira' (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +3 Con Changes resistances: +6% acid / +6% physical / +5% cold / +3% temporal / +3% blight / +12% fire / +5% arcane / +6% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +21% Life regen: +1.20 Maximum life: +58.00 Healing mod.: +12% A suit of armour made of metal plates. |
| Cloak | Gleamdeath the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 4 light Changes damage: +3% light / +3% lightning Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | TorumnirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +4 Cun / +2 Dex Only die when reaching: -60.00 life Maximum stamina: +20.00 Amulets can have magical properties. |
Inventory
shielding rune (absorb 160 for 4 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: 14 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 160 damage for 4 turns. 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.teleportation rune (range 27) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. 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. |
restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +0.90 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel longsword of erosion (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 nature / +7 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Strikerebel the ash magestaff (15-18 power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Burst (radius 1) on hit: +8 lightning When wielded/worn: Changes stats: +4 Con Changes resistances: +9% fire / +12% darkness / +6% temporal Changes damage: +15% cold Talent granted: +1 Command Staff Spell save: +6 (+3 eff.) Life regen: +0.60 Spellpower: +11 (+4 eff.) Spell crit. chance: +2% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
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. |
Tarreyagas the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +5 Mag / +5 Con Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Thundernaught the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
hardened leather belt 'Brodemas'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Armour: +4 Changes resistances: +5% acid / +7% blight Physical save: +9 (+4 eff.) Only die when reaching: -60.00 life A belt that goes around your waist. |
rough leather belt 'Striketickler'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Damage when hit (Melee): 4 physical Changes stats: +1 Con Changes resistances: +6% lightning Maximum life: +34.00 Healing mod.: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.woollen robe of the mind (+10%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethomina (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +4 Cun Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +0.20 Equilibrium when hit: +0.08 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ragemnir (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: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +5% arcane / +9% fire Grants telepathy: Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Aryldaldata' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Wil Changes resistances: +9% blight Critical mult.: +10.00% Mental save: +52 (+21 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 A cap made of leather. |
iron helm 'Blindtrencher' (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: +3 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind / 4 light Changes stats: +2 Str Changes resistances penetration: +20% light Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Polubrerin' (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Defense: +10 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +3 Str / +1 Dex Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Pusbloom the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 20 nature / 8 fire Changes resistances: +20% acid / +3% fire Changes damage: +18% nature A suit of armour made of leather. |
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. |
100 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. |
2 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. |
2 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Uriromichak the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +4 Str / +2 Con Changes resistances: +5% arcane / +6% fire Silence immunity: +35% Stun/Freeze immunity: +20% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Khelalen' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Cun / +3 Con Changes resistances: +6% mind Changes damage: +9% mind Grants telepathy: Dragon Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
ArthedorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +1 Dex / +4 Wil / +2 Con Changes damage: +6% mind Maximum life: +10.00 Maximum stamina: +15.00 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
7 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. |
8 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. |
14 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Saari the Shalore Arcane Blade level 8
12nd Dusk 122nd year of Ascendancy at 01:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Saari the Shalore Arcane Blade level 10
29th Dusk 122nd year of Ascendancy at 19:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Saari the Shalore Arcane Blade level 13
71st Dusk 122nd year of Ascendancy at 20:27 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Saari the Shalore Arcane Blade level 14
30th Haze 122nd year of Ascendancy at 15:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Saari the Shalore Arcane Blade level 7
4th Dusk 122nd year of Ascendancy at 23:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Saari the Shalore Arcane Blade level 8
25th Dusk 122nd year of Ascendancy at 05:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Saari the Shalore Arcane Blade level 16
42nd Haze 122nd year of Ascendancy at 11:33 see stats
Log
Xanumira the sandworm destroyer hits Saari for 8 physical, 5 darkness, 15 physical, 8 lightning, 3 physical, 4 nature, 5 temporal, 15 physical, 8 lightning (72 total damage).
Saari hits Xanumira the sandworm destroyer for 1 light, (3 to psi shield), 1 physical, 1 light, (3 to psi shield), 1 physical (6 total damage).
Xanumira the sandworm destroyer's Beyond the Flesh hits Saari for 6 physical, 15 physical, 8 lightning (29 total damage).
Saari hits Xanumira the sandworm destroyer for 1 light, (3 to psi shield), 1 physical (3 total damage).
Saari hits Polutira the sandworm for 1 light, 4 physical (5 total damage).
Polutira the sandworm hits Saari for 45 physical, 3 nature, 6 temporal, 8 nature (61 total damage).
Insidious Poison from Polutira the sandworm hits Saari for 3 nature damage.
Xanumira the sandworm destroyer uses Knockback.
Saari resists the knockback!
Xanumira the sandworm destroyer hits Saari for 14 physical, 5 darkness, 15 physical, 8 lightning, 7 physical, 4 nature, 5 temporal, 15 physical, 8 lightning (81 total damage).
Saari hits Xanumira the sandworm destroyer for 2 light, (3 to psi shield), 2 physical, 2 light, (3 to psi shield), 2 physical (7 total damage).
Xanumira the sandworm destroyer's Beyond the Flesh hits Saari for 6 physical, 15 physical, 8 lightning (29 total damage).
Saari hits Xanumira the sandworm destroyer for 2 light, (3 to psi shield), 2 physical (3 total damage).
Saari hits Polutira the sandworm for 1 light, 5 physical (6 total damage).
Polutira the sandworm hits Saari for 52 physical, 3 nature, 6 temporal, 8 nature (68 total damage).
Insidious Poison from Polutira the sandworm hits Saari for 3 nature damage.
Xanumira the sandworm destroyer uses Skullcracker.
Saari wanders around!.
The unstable sand tunnel collapses!
Xanumira the sandworm destroyer hits Saari for 27 physical, 15 physical, 8 lightning (50 total damage).
Saari hits Xanumira the sandworm destroyer for 2 light, (3 to psi shield), 2 physical (3 total damage).
Xanumira the sandworm destroyer's Beyond the Flesh hits Saari for 5 physical, 15 physical, 8 lightning (28 total damage).
Saari hits Xanumira the sandworm destroyer for 2 light, (3 to psi shield), 2 physical (3 total damage).
Saari is confused and fails to use Arcane Reconstruction.
Saari hits Polutira the sandworm for 1 light, 5 physical (6 total damage).
Polutira the sandworm hits Saari for 47 physical, 3 nature, 6 temporal, 8 nature (63 total damage).
Insidious Poison from Polutira the sandworm hits Saari for 3 nature damage.
Saari is no longer being stalked by Polutira the sandworm.
Saving game...


























































































