










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! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 15 / 10% |
| Size | small |
| Lifes / Deaths | Killed by Ivutta the venom drake hatchling at level 12 on the 60th Dusk 122nd year of Ascendancy at 05:22 / 2Killed by Adadi the shalore at level 15 on the 6th Regrowth 123rd year of Ascendancy at 09:53 |
Primary Stats
| Strength | 16 (base 17) |
| Dexterity | 40 (base 30) |
| Constitution | 15 (base 12) |
| Magic | 14 (base 10) |
| Willpower | 22 (base 15) |
| Cunning | 37 (base 30) |
Resources
| Life | -18/340 |
| Stamina | 97/143 |
| Healing Factor | 1.4405405405405 |
| Regeneration | 22.262231695473 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +97.087378640777% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 33.020402716974 |
| See Invisible | 33.020402716974 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 41 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 41 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +4% |
| Darkness | +11% |
| Light | +16% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 22 (64.692942254812%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 13 |
| Mental Save | 20 |
Defense: Resistances
| Blight | + 39%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 49%( 70%) |
| All | 0%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 36%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: 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 294 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Quickdraw |
| talent | Trained Reactions |
| detrimental effect | Reduces global action speed by 3%. Slow |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 17 defense. Evasion |
| beneficial effect | The target's critical strike damage bonus is increased by 18%. Shadowstrike |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 15.2 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | You are focused on weaknesses you have found in your target's defences. Your melee attacks against Balsbu the dwarf deal +15.6 damage and have +23% resistance penetration. Exploiting Weaknesses |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 52 - 73 Accuracy: 56 (knife) APR: 9 Crit Chance: +26% Crit mult: 186% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 27% chance to deflect up to 11 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * 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 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 | miner's pair of rough leather boots of tirelessness (0 def, 6 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +2 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dayhunt (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% lightning +25% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +13% lightning +7% temporal +3% light A cap made of leather. |
| On hands | polar rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of thermal psionic shield [power 23] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | opal ring0.1 T2 ring jewelry [Ego] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Rings can have magical properties. |
| On fingers | mule's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -5% Resists +22% darkness ---------- misc Max.enc +20 Rings can have magical properties. |
| Around neck | insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% cold +11% fire Amulets can have magical properties. |
| In main hand | Glintvice the dwarven-steel dagger (22-28.6 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 22.0 - 28.6 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +8 darkness On Hit: * 40% chance to blind While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% light Disarm- +22% Sharp, short and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | insidious steel dagger of crippling (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 12.5 - 16.2 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 insidious poison On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Bleakobsidian' (7 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Wil dps ---------- Mov.spd +20% Melee Ret 4 light On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +7 (+2 eff.) Rng.Def +9 (+3 eff.) Fatigue +8% Resists +7% physical +14% darkness +19% blight +5% arcane +6% temporal Phys.save +14 (+7 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Inventory
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic steel dagger of massacre (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
flaming steel greatsword (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
steel greatsword of the leech (26-41.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Disrupt Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 10% * leeches stamina from the target While equipped: dps ---------- Melee Ret 10 nature slow Massive two-handed swords. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Stealth +6 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
mindwoven woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +6% acid +5% physical +7% cold +6% fire ----- def ----- Resists +14% acid +10% physical +11% cold +12% fire Mind.save +17 (+9 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
troll-hide cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% acid Max.HP +31.00 HP.reg +4.90 Heal.mod +12% A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
flaming pouch of iron shots of erosion (22/22, 15.5-18.6 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Nature Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Ranged+ +6 nature +6 temporal On Hit.r1 +10 fire Shots are used with slings to pummel your foes to death. |
Aerinarigen the Healpeal [power 26] (18 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +12% fire Res.pen +5% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 18 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (9 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
defiled ash wand of conjuration [power 157] (9 cooldown)2.0 T2 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +10.00 Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void ash wand of conjuration [power 145] (9 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +1 Void Blast Fire a bolt of a random element with (base) damage 72 to 145 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ustbru the Halfling Rogue level 11
23rd Dusk 122nd year of Ascendancy at 02:02 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ustbru the Halfling Rogue level 10
4th Flare 122nd year of Ascendancy at 03:04 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Ustbru the Halfling Rogue level 12
50th Dusk 122nd year of Ascendancy at 10:32 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ustbru the Halfling Rogue level 5
78th Pyre 122nd year of Ascendancy at 00:26 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ustbru the Halfling Rogue level 14
40th Haze 122nd year of Ascendancy at 13:18 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ustbru the Halfling Rogue level 11
6th Flare 122nd year of Ascendancy at 07:59 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Ustbru the Halfling Rogue level 14
39th Haze 122nd year of Ascendancy at 18:06 see stats
Unstoppable (Roguelike)
Returned from the dead.By Ustbru the Halfling Rogue level 12
60th Dusk 122nd year of Ascendancy at 05:22 see stats
Log
Adadi the shalore's Slime Spit hits Ustbru for 64 nature damage.
Adadi the shalore uses Mucus.
Balsbu the dwarf triggers a trap (Ustbru's disarming trap)!
Balsbu the dwarf shrugs off the effect 'Disarmed'!
Ustbru's disarming trap hits Balsbu the dwarf for (28 to psi shield), 112 acid (113 total damage).
Balsbu the dwarf uses Telekinetic Smash.
Ustbru is no longer evading attacks.
Balsbu the dwarf hits Lure for 24 physical damage.
Balsbu the dwarf's Beyond the Flesh misses Ustbru.
Balsbu the dwarf killed Lure!
Ustbru focuses on weaknesses in Balsbu the dwarf's defenses!
Ustbru tests the defenses of Balsbu the dwarf.
Ustbru performs a melee critical strike against Balsbu the dwarf!
Balsbu the dwarf loses sight!
Balsbu the dwarf is weakened by the darkness!
Ustbru performs a melee critical strike against Balsbu the dwarf!
Balsbu the dwarf is poisoned!
Balsbu the dwarf is crippled.
Ustbru deactivates Stealth.
Ustbru hits Balsbu the dwarf for (28 to psi shield), 50 physical, 8 darkness, 6 cold, 8 darkness, (18 to psi shield), 19 physical, (0 to psi shield), 0 nature, 6 cold (101 total damage).
Balsbu the dwarf hits Ustbru for 0 arcane, 0 arcane (0 total damage).
Adadi the shalore uses Reclaim.
Adadi the shalore's mind surges with critical power!
Ustbru reacts to damage from Adadi the shalore, mitigating the blow!.
Ustbru tries to evade attacks.
Ustbru reacts to damage from Adadi the shalore, mitigating the blow!.
Saving game...



















































































