








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 38 / 53% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 38 on the 1st Regrowth 124th year of Ascendancy at 09:36 / 1 |
Primary Stats
| Strength | 78 (base 42) |
| Dexterity | 67 (base 54) |
| Constitution | 57 (base 25) |
| Magic | 19 (base 9) |
| Willpower | 27 (base 15) |
| Cunning | 67 (base 50) |
Resources
| Life | -429/1284 |
| Stamina | 144/224 |
| Healing Factor | 1.3105726872247 |
| Regeneration | 8.1910792951544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 50.25912324196 |
| See Invisible | 59.25912324196 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Barehand
| Damage | 147 |
| Accuracy | 70 |
| Crit Chance | 56% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +8% |
| Cold | +10% |
| Darkness | +6% |
| Physical | -1% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| All | +11% |
Defense: Base
| Armour (hardiness) | 87.451443447813 (82.5%) |
| Defense | 56 |
| Ranged Defense | 59 |
| Fatigue | 6 |
| Physical Save | 46 |
| Spell Save | 22 |
| Mental Save | 47 |
Defense: Resistances
| Acid | -1%( 74%) |
| Nature | -33%( 74%) |
| Blight | -33%( 74%) |
| Physical | -9%( 74%) |
| Cold | + 26%( 74%) |
| All | -11%( 74%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 54.38 physical damage and 109.87 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -428 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 710% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| beneficial effect | Countering melee attacks: Has a 30% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
| detrimental effect | The target is cursed, reducing all resistances by 28%. Curse of Vulnerability |
| beneficial effect | Engaged in a grapple draining 6 stamina per turn and redirecting 7% of damage taken to Aranor the orc corruptor. Any movement will break the effect as will some unarmed talents. Grappling |
| beneficial effect | The target is recovering 31 life each turn. Recovery |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 26 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the lost anorithil from death by blade horror. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 662. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | voratun gauntlets 'Ragidan' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +20 (+4 eff.) Armour: +9 Damage when hit (Melee): 20 mind Changes stats: +6 Str / +6 Dex Changes resistances: +9% acid Changes damage: +9% acid / +3% mind Mental save: +14 (+5 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum life: +80.00 Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 47.5 - 66.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +16 acid Burst (radius 1) on hit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | defender's hardened leather cap of precognition (12 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +8 Defense: +12 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes resistances: +2% all Physical save: +9 (+3 eff.) A cap made of leather. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Xanath the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +5 Wil / +5 Cun Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Mindpower: +7 (+2 eff.) Infravision radius: +1 Rings can have magical properties. |
| On fingers | warrior's gold ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
| Around neck | protective stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Damage (Melee): 12 light / 9 darkness Effects when hit in melee: * 9% chance to blind * 7% chance to inflict 15% damage reduction Changes resistances cap: +4% all Changes damage: +8% light / +6% darkness Physical save: +15 (+5 eff.) Amulets can have magical properties. |
| Main armor | fortifying stralite mail armour of command (12 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +4 Cun / +4 Con Mental save: +17 (+6 eff.) Maximum life: +67.00 A suit of armour made of mail. |
| Light source | Brenigarim the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Fatigue: -16% Changes stats: +2 Str / +2 Dex / +3 Mag Changes resistances penetration: +11% all Reduces incoming crit damage: 15.00% Light radius: +6 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Camastir the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +19 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +2% physical Changes damage: +9% physical It can be used to create a temporary shield that absorbs 278 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
vitalizing gold amulet of mastery (0.17 Technique / Unarmed training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.17 Technique / Unarmed training Physical save: +7 (+3 eff.) Life regen: +0.90 Maximum life: +46.00 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
gladiator's gold ring of aether (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +13% arcane Changes damage: +13% arcane Rings can have magical properties. |
sneakthief's gold ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances: +26% light Changes damage: +13% light Rings can have magical properties. |
voratun gauntlets 'Polirana' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 40 mind / 19 temporal / 16 light / 28 darkness Damage (Ranged): 20 temporal Changes stats: +2 Str / +5 Dex / +5 Cun / +2 Con Changes resistances: +15% temporal / +15% light / +4% physical Changes resistances penetration: +15% blight Changes damage: +11% light / +11% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+5 eff.) Mental save: -8 (-2 eff.) Cut immunity: +15% Disarm immunity: +15% Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +17 Crit. chance: +24.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 14% chance to blind * 14% chance to gain 10% of a turn (3/turn limit) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +6% blight / +5% darkness Spellpower: +13 (+6 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 29 blight damage or heals 43 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
53 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Ron Paul the Halfling Brawler level 31
5th Mirth 123rd year of Ascendancy at 18:34 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Ron Paul the Halfling Brawler level 31
4th Mirth 123rd year of Ascendancy at 02:37 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Ron Paul the Halfling Brawler level 34
8th Dusk 123rd year of Ascendancy at 10:11 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Ron Paul the Halfling Brawler level 37
75th Haze 123rd year of Ascendancy at 21:03 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Ron Paul the Halfling Brawler level 33
4th Dusk 123rd year of Ascendancy at 10:58 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Ron Paul the Halfling Brawler level 21
5th Decay 122nd year of Ascendancy at 16:35 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ron Paul the Halfling Brawler level 12
33rd Dusk 122nd year of Ascendancy at 14:56 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Ron Paul the Halfling Brawler level 32
10th Flare 123rd year of Ascendancy at 23:03 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Ron Paul the Halfling Brawler level 19
28th Haze 122nd year of Ascendancy at 07:54 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Ron Paul the Halfling Brawler level 16
15th Haze 122nd year of Ascendancy at 02:51 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ron Paul the Halfling Brawler level 26
64th Regrowth 123rd year of Ascendancy at 11:57 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Ron Paul the Halfling Brawler level 23
6th Allure 123rd year of Ascendancy at 20:51 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ron Paul the Halfling Brawler level 19
21st Haze 122nd year of Ascendancy at 21:02 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ron Paul the Halfling Brawler level 10
7th Dusk 122nd year of Ascendancy at 05:12 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ron Paul the Halfling Brawler level 20
30th Haze 122nd year of Ascendancy at 02:08 see stats
Level 30 (Roguelike)
Got a character to level 30.By Ron Paul the Halfling Brawler level 30
79th Pyre 123rd year of Ascendancy at 06:41 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Ron Paul the Halfling Brawler level 13
58th Dusk 122nd year of Ascendancy at 02:10 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ron Paul the Halfling Brawler level 26
18th Regrowth 123rd year of Ascendancy at 18:30 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Ron Paul the Halfling Brawler level 29
79th Pyre 123rd year of Ascendancy at 06:08 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ron Paul the Halfling Brawler level 22
10th Decay 122nd year of Ascendancy at 19:58 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Ron Paul the Halfling Brawler level 33
1st Dusk 123rd year of Ascendancy at 02:35 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ron Paul the Halfling Brawler level 7
3rd Flare 122nd year of Ascendancy at 09:43 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ron Paul the Halfling Brawler level 20
62nd Haze 122nd year of Ascendancy at 22:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ron Paul the Halfling Brawler level 11
18th Dusk 122nd year of Ascendancy at 06:52 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Ron Paul the Halfling Brawler level 35
45th Haze 123rd year of Ascendancy at 09:37 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Ron Paul the Halfling Brawler level 20
62nd Haze 122nd year of Ascendancy at 18:56 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Ron Paul the Halfling Brawler level 23
1st Regrowth 123rd year of Ascendancy at 18:19 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ron Paul the Halfling Brawler level 15
10th Haze 122nd year of Ascendancy at 12:26 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Ron Paul the Halfling Brawler level 30
3rd Mirth 123rd year of Ascendancy at 07:47 see stats
Log
Orc corruptor is surging arcane power.
Ron Paul speeds up.
Orc blood mage uses Orcish Fury.
Orc blood mage enters a state of bloodlust.
Orc necromancer casts Invoke Darkness.
Orc necromancer casts Invoke Darkness.
Orc necromancer casts Invoke Darkness.
Orc necromancer leeches life from Ron Paul!
Orc necromancer leeches life from Ron Paul!
Orc necromancer leeches life from Ron Paul!
Orc necromancer receives 41 healing from Ron Paul.
Orc necromancer receives 34 healing from Ron Paul.
Orc necromancer receives 29 healing from Ron Paul.
Grappled from Ron Paul hits Aranor the orc corruptor for 51 physical damage.
Grappling hits Aranor the orc corruptor for 19 physical, 16 physical, 11 physical, 10 physical (56 total damage).
Orc necromancer hits Ron Paul for (41 resist armour), 274 lightning (274 total damage).
Orc necromancer hits Skeleton warrior for (284 absorbed), 0 lightning (0 total damage).
Orc necromancer hits Bone giant for (284 absorbed), 0 lightning (0 total damage).
Orc necromancer hits Ron Paul for (41 resist armour), 161 darkness (161 total damage).
Orc necromancer hits Ron Paul for (41 resist armour), 228 darkness (228 total damage).
Orc necromancer hits Ron Paul for (41 resist armour), 136 darkness (136 total damage).
A shield forms around Ron Paul.
Ron Paul uses Camastir the hardened leather belt!
Ron Paul slows down.
Ron Paul receives 41 healing.
Your shield crumbles under the damage!
The shield around Ron Paul crumbles.
Orc corruptor roars triumphantly.
Saving game...


















































































