











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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 | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 25 / 17% |
| Size | small |
| Lifes / Deaths | Killed by Beteba the elven blood mage at level 25 on the 3rd Decay 122nd year of Ascendancy at 19:42 / 1 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 54.240496298658 (base 55) |
| Constitution | 35 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 68 (base 49) |
Resources
| Life | -110/614 |
| Stamina | 4/227 |
| Healing Factor | 1.3829268292683 |
| Regeneration | 6.7071951219511 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 42.724250866975 |
| See Invisible | 42.724250866975 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 53 |
| Crit Chance | 86% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 53 |
| Crit Chance | 90% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| Acid | +18% |
| Light | +12% |
| Cold | +15% |
| Darkness | +9% |
| Arcane | +9% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 33 (38.536585365854%) |
| Defense | 52 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 47 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 41%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 17%( 70%) |
| Arcane | + 37%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 183 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 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 13 for 8 turns. While Heroism is active, you will only die when reaching -382 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 Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lacerating Strikes |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| beneficial effect | The target's luck and cunning combine to grant it 46% higher critical chance and 46 saves. Halflings's Luck |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+9 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 12 and doing 23.73 blight damage per turn. Decrepitude Disease |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 68 - 96 Accuracy: 69 (knife) APR: 9 Crit Chance: +81% Crit mult: 194% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 21 defense. Evasion |
| beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 17 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+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 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 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. * 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 wretchling eyeball. * You've found the needed giant spider spinneret. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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.' * You've found the needed pouch of bone giant dust. * You've found the needed bear paw. | 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 within | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Arthosin the Puretreason (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +4 (+1 eff.) Armour: +7 Fatigue: +1% Damage when hit (Melee): 8 nature Changes stats: +7 Con Silence immunity: +23% Confusion immunity: +24% Stun/Freeze immunity: +22% A pair of boots made of leather. |
| Quiver | quiver of yew arrows 'Woekin' (20/20, 44.5-62.3 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 11 bleeding, 45% reduced healing Damage (Ranged): +12 lightning / +12 darkness / +11 bleed / +8 nature Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | Yvimilaith the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +5.0% Physical power: +13 (+4 eff.) Changes stats: +5 Str / +5 Wil / +4 Con Critical mult.: +12.00% Only die when reaching: -80.00 life Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Brenunik (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +10% physical / +22% cold / +10% darkness / +5% arcane Changes damage: +18% acid / +15% cold / +9% darkness / +9% physical Maximum hate: +8.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | Sepsisseam the rough leather gloves (3 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +6% darkness / +6% nature Physical save: +30 (+9 eff.) When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Zeryrim the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Cun / +2 Con Changes resistances: +6% fire / +7% darkness / +1% physical Changes damage: +12% physical Only die when reaching: -20.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BetothraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Str Changes resistances penetration: +10% mind Changes damage: +6% mind Stun/Freeze immunity: +34% Life regen: +2.10 Maximum hate: +10.00 Mental crit. chance: +3% Rings can have magical properties. |
| On fingers | warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. |
| Around neck | gold amulet 'Lavawinnow'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 fire Changes stats: +5 Dex / +5 Wil / +5 Cun / +7 Con Changes damage: +12% mind Life regen: +0.60 Stamina each turn: +0.60 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +5% Movement speed: +10% Amulets can have magical properties. |
| In main hand | stralite dagger 'Chobers' (46.5-60.45 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 46.5 - 60.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +9% arcane Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 Sharp, short and deadly. |
| Around waist | ZubadaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Armour: +4 Defense: +12 (+4 eff.) Fatigue: -6% Changes resistances: +1% physical / +8% light / +11% darkness Stealth bonus: +8 Maximum encumbrance: +22 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | cashmere cloak 'Glimmerdredge' (2 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Armour: +9 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +12% cold Changes damage: +12% light / +3% mind Critical mult.: +17.00% Stealth bonus: +7 Mental crit. chance: +5% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
teleportation rune of the sneak (range 120)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
HellspireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +11% cold / +15% fire Changes resistances penetration: +15% physical Maximum stamina: +10.00 Amulets can have magical properties. |
gold amulet 'Lightbreak'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind / 8 light Changes resistances: +14% lightning Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+3 eff.) Stun/Freeze immunity: +26% Mindpower: +4 (+2 eff.) Amulets can have magical properties. |
steel amulet 'Eilinuna'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Str / +3 Dex / +4 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.40 Vim when firing critical spell: +1.00 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mindpower: +8 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Bethoba (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +5 Cun / +3 Con Changes resistances penetration: +20% temporal Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazetaint the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Wil Changes resistances: +24% fire Changes resistances penetration: +5% fire Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flareblight (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Wil / +2 Cun / +2 Con Changes resistances penetration: +25% fire Physical save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Maximum hate: +4.00 Mindpower: +4 (+2 eff.) A pair of boots made of leather. |
Mucuskiller the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +9 Dex Changes damage: +6% nature Reduces incoming crit damage: 5.00% Physical save: +8 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +8 (+3 eff.) A pair of boots made of leather. |
Chudor (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Wil / +6 Con Physical save: +6 (+2 eff.) Stamina each turn: +0.20 Healing mod.: +10% A pointy cloth hat, very wizardly... |
hardened leather cap 'Burnsnake' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% lightning / +7% temporal / +9% darkness / +15% fire Changes resistances penetration: +15% fire Changes damage: +18% fire A cap made of leather. |
cured leather armour 'Boltdare' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +17% lightning / +17% fire Changes damage: +6% arcane Life regen: +4.40 Maximum life: +30.00 Healing mod.: +13% A suit of armour made of leather. |
9 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. |
789 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 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 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. |
3 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
6 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. |
5 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. |
6 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Rtinar the Halfling Rogue level 19
44th Haze 122nd year of Ascendancy at 10:55 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rtinar the Halfling Rogue level 8
7th Dusk 122nd year of Ascendancy at 16:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rtinar the Halfling Rogue level 20
58th Haze 122nd year of Ascendancy at 00:11 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Rtinar the Halfling Rogue level 8
7th Dusk 122nd year of Ascendancy at 16:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rtinar the Halfling Rogue level 10
14th Dusk 122nd year of Ascendancy at 07:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rtinar the Halfling Rogue level 20
44th Haze 122nd year of Ascendancy at 15:08 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rtinar the Halfling Rogue level 18
27th Haze 122nd year of Ascendancy at 09:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rtinar the Halfling Rogue level 7
10th Mirth 122nd year of Ascendancy at 23:56 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rtinar the Halfling Rogue level 20
45th Haze 122nd year of Ascendancy at 06:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rtinar the Halfling Rogue level 18
20th Haze 122nd year of Ascendancy at 09:18 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rtinar the Halfling Rogue level 20
44th Haze 122nd year of Ascendancy at 17:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rtinar the Halfling Rogue level 22
75th Haze 122nd year of Ascendancy at 03:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rtinar the Halfling Rogue level 16
60th Dusk 122nd year of Ascendancy at 18:56 see stats
Log
Beteba the elven blood mage's Blood Grasp hits Rtinar for 154 blight damage.
Talent Apply Poison is ready to use.
Rtinar receives 27 healing.
Burning from Rtinar hits Beteba the elven blood mage for 1 fire damage.
Beteba the elven blood mage casts Blood Spray.
Rtinar is afflicted by a decrepitude disease!
Beteba the elven blood mage hits Rtinar for 99 blight damage.
Rtinar uses Luck of the Little Folk.
Rtinar seems more aware.
There is a previous level here (press '' or right click to use).
Rtinar speeds up.
Talent Flurry is ready to use.
Decrepitude Disease from Beteba the elven blood mage hits Rtinar for 19 blight damage.
Rtinar receives 27 healing.
Beteba the elven blood mage stops burning.
Beteba the elven blood mage uses Shattering Shout.
Beteba the elven blood mage hits Rtinar for 213 physical damage.
You gain 25.00 gold from the transmogrification of Zubibeth the Shockterror (22/22, 40-48 power, 5 apr).
You gain 24.16 gold from the transmogrification of Earuhir (15/15, 38-53.2 power, 15 apr).
You gain 0.84 gold from the transmogrification of miner's pair of hardened leather boots (0 def, 7 armour).
You gain 21.24 gold from the transmogrification of Striketrial.
You gain 25.00 gold from the transmogrification of yew magestaff 'Fogwrest' (26-31.2 power, 4 apr, lightning element).
You gain 25.00 gold from the transmogrification of Manarim the dwarven-steel mace (28-39.2 power, 4 apr).
There is a next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...



























































































