Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Possessor Bonus Class 1.5.3Donators/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 | Shalore |
| Class | Skirmisher |
| Level / Exp | 11 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Xerybeth the bee swarm at level 11 on the 66th Dusk 122nd year of Ascendancy at 06:16 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 36 (base 28) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 22 (base 11) |
| Cunning | 36 (base 31) |
Resources
| Life | -112/334 |
| Stamina | 11/160 |
| Healing Factor | 1.2861497326203 |
| Regeneration | 12.0255 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 52.713773486967 |
| See Invisible | 52.713773486967 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 42 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 0.70 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 15% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 16 (57.811550151976%) |
| Defense | 41 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 11 |
| Mental Save | 23 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 40% |
| Teleport Resistance | 10% |
| Blind Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Trapping | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is poisoned, taking 12.15 nature damage per turn. Deadly Poison |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 40.37 nature damage per turn. Poison |
| 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 |
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 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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the temporal explorer from death by Gleba the polar bear. Escort: temporal explorer (level 1 of Old Forest) | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Blindborn (0 def, 1 armour) Blindborn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Fatigue: -4% Effects on melee hit: * 30% chance to blind Critical mult.: +3.00% Maximum encumbrance: +21 Physical save: +17 (+8 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
| Quiver | insidious pouch of dwarven-steel shots (21/21, 32.5-39 power, 3 apr) insidious pouch of dwarven-steel shots (21/21, 32.5-39 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 Damage (Ranged): +13 insidious poison Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Emuvea' alchemist's lamp 'Emuvea'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +5 Wil Changes resistances: +9% fire Critical mult.: +10.00% Confusion immunity: +40% Knockback immunity: +25% Teleport immunity: +10% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Shinehack' (1 def, 0 armour) linen wizard hat 'Shinehack' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +15% lightning Changes resistances penetration: +5% light Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Light radius: +2 A pointy cloth hat, very wizardly... |
| On hands | storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered steel torque of psychoportation [power 37] (1/38 cooldown) overpowered steel torque of psychoportation [power 37] (1/38 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 38 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's gold ring of life gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +4 Con Life regen: +0.80 Maximum life: +52.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | rogue's steel ring of sensing rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +9 See invisible: +9 Rings can have magical properties. |
| Around neck | steel amulet of constitution (+3) steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
| In main hand | swiftstrike hardened leather sling swiftstrike hardened leather slingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +8 Travel speed: +200% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
| In off hand | Mardendur (6 def, 2 armour, 17.5-21 power, 43.5 block) Mardendur (6 def, 2 armour, 17.5-21 power, 43.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +44 Damage (Melee): +13 fire When wielded/worn: Physical power: +4 (+2 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 fire Changes stats: +2 Str Changes resistances: +17% lightning / +12% fire / +13% light / +11% darkness Changes resistances penetration: +5% physical Changes damage: +6% physical Talent granted: +2 Block Maximum life: +10.00 Handheld deflection devices. |
| Cloak | Uroyagorn the linen cloak (4 def, 6 armour) Uroyagorn the linen cloak (4 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Dex / +3 Wil Changes damage: +3% mind / +9% physical Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of stability (3 def, 6 armour) troll-hide hardened leather armour of stability (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +6% physical Physical save: +10 (+5 eff.) Life regen: +8.30 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (300% speed; 4 turns)movement infusion (300% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. balanced steel battleaxe of persecution (19.5-29.25 power, 2 apr)balanced steel battleaxe of persecution (19.5-29.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +9 (+3 eff.) Changes stats: +3 Wil Disarm immunity: +36% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Xaniwen' (23.5-35.25 power, 2 apr)steel battleaxe 'Xaniwen' (23.5-35.25 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 nature / +22 temporal Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes damage: +6% arcane Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling steel dagger of vileness (11.5-14.95 power, 6 apr)chilling steel dagger of vileness (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to disease Damage (Melee): +7 blight / +6 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of erosion (11.5-14.95 power, 6 apr)insidious steel dagger of erosion (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 insidious poison / +8 temporal / +4 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Chargesting (15-24 power, 1 apr)Chargesting (15-24 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +3 Dex Changes damage: +6% lightning Light radius: +1 See invisible: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. TurogarTurogar Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +12% mind / +3% temporal Changes resistances penetration: +10% acid / +18% physical Changes damage: +15% physical Stun/Freeze immunity: +5% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Mayitha (14.5-20.3 power, 3 apr)Mayitha (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 light Damage against: +9% Undead When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +3% acid Physical save: +3 (+2 eff.) Confusion immunity: +5% Stun/Freeze immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Xiriatira the Pitchclamor (2-2.2 power, 12 apr, nature damage)Xiriatira the Pitchclamor (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +2% blight Changes resistances penetration: +5% darkness / +5% fire Changes damage: +3% nature / +9% fire Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. creative vined mindstar (6-6.6 power, 18 apr, nature damage)creative vined mindstar (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +6.00% Mindpower: +4 (+2 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. fungal steel steamgunfungal steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 60 life over 5 turns, putting all charms on cooldown for 18 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. iron steamgun of dampeningiron steamgun of dampening Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +8% acid / +8% fire / +8% cold / +7% lightning Spell save: +5 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Ce'Nyda (10.5-14.7 power, 2 apr)Ce'Nyda (10.5-14.7 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 insidious poison When wielded/worn: Changes resistances: +6% lightning / +6% nature / +5% arcane Physical save: +12 (+6 eff.) Blindness immunity: +5% Stun/Freeze immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing iron waraxe (12-16.8 power, 2 apr)arcing iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningriver the pair of rough leather boots (0 def, 5 armour) Lightningriver the pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Damage when hit (Melee): 8 blight Changes resistances: +3% lightning Changes damage: +21% lightning Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of tirelessness (0 def, 1 armour)grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
undeterred pair of iron boots of speed (0 def, 3 armour) undeterred pair of iron boots of speed (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +22% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashvagrant the rough leather gloves (0 def, 1 armour) Flashvagrant the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to corrode armour by 30% * 15% chance to daze at end of turn Damage (Melee): 6 lightning Damage when hit (Melee): 4 acid / 4 lightning Changes resistances: +18% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. linen wizard hat of fire (+16%) (1 def, 0 armour)linen wizard hat of fire (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 53 power out of 60/60) : Effective talent level: 2.0 Power cost: 53 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of fire resistance (4 def, 8 armour)stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +18% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour (2 def, 4 armour)cleansing cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +13% nature / +10% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Isleldarin (3 def, 7 armour)Isleldarin (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +15% lightning / +17% fire / +3% nature / +9% mind Mental save: +6 (+3 eff.) Disarm immunity: +5% A suit of armour made of metal plates. |
shocking steel shield of physical resistance (+11%) (6 def, 2 armour, 11.5-13.8 power, 42.5 block) shocking steel shield of physical resistance (+11%) (6 def, 2 armour, 11.5-13.8 power, 42.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 On weapon hit: * 10% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 10 lightning Changes resistances: +11% physical Talent granted: +2 Block Handheld deflection devices. |
114 alchemist agate 114 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots 'Druchak' (12/12, 13-15.6 power, 1 apr)pouch of iron shots 'Druchak' (12/12, 13-15.6 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Damage (Ranged): +8 blight / +40 arcane Burst (radius 1) on hit: +11 fire Shots are used with slings to pummel your foes to death. |
pouch of steel shots of amnesia (12/19, 18.5-22.2 power, 2 apr) =amnesia= pouch of steel shots of amnesia (12/19, 18.5-22.2 power, 2 apr) =amnesia=Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral pouch of iron shots of accuracy (17/17, 14-16.8 power, 1 apr)tundral pouch of iron shots of accuracy (17/17, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Damage (Ranged): +11 cold Burst (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
amethyst 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. |
ash wand of clairvoyance 'Lavaglamour' [power 10] (1/6 cooldown) ash wand of clairvoyance 'Lavaglamour' [power 10] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +3% fire / +3% darkness / +18% light Changes damage: +3% fire It can be used to reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Spammer the Shalore Skirmisher level 8
15th Dusk 122nd year of Ascendancy at 01:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Spammer the Shalore Skirmisher level 10
32nd Dusk 122nd year of Ascendancy at 19:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Spammer the Shalore Skirmisher level 8
10th Flare 122nd year of Ascendancy at 06:29 see stats
Log
Talent Infusion: Healing is ready to use.
Talent Disengage is ready to use.
Talent Trap Mastery is ready to use.
Talent Dig is ready to use.
Talent Bear Trap is ready to use.
Talent Kill Shot is ready to use.
Spammer hits Xerybeth the bee swarm for 4 fire damage.
Poison from Xerybeth the bee swarm hits Spammer for 16 nature damage.
Xerybeth the bee swarm hits Spammer for 47 physical, 6 mind (53 total damage).
Xerybeth the bee swarm uses Block.
Xerybeth the bee swarm misses Spammer.
Spammer feels pain again.
Talent Kneecapper is ready to use.
Talent Bash and Smash is ready to use.
Poison from Xerybeth the bee swarm hits Spammer for 14 nature damage.
Xerybeth the bee swarm uses Shield Pummel.
Xerybeth the bee swarm misses Spammer.
Spammer is stunned!
Spammer hits Xerybeth the bee swarm for 11 fire damage.
Xerybeth the bee swarm hits Spammer for 23 physical damage.
Xerybeth the bee swarm bites poison into Spammer.
Xerybeth the bee swarm performs a melee critical strike against Spammer!
Spammer is dazed!
Spammer is poisoned!
Spammer is not dazed anymore.
Spammer hits Xerybeth the bee swarm for 4 fire damage.
Poison from Xerybeth the bee swarm hits Spammer for 46 nature damage.
Xerybeth the bee swarm hits Spammer for 28 nature damage.
Deadly Poison from Xerybeth the bee swarm hits Spammer for 15 nature damage.
Saving game...
