









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 20 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Gliba the bandit lord at level 20 on the 12nd Regrowth 123rd year of Ascendancy at 00:09 / 1 |
Primary Stats
| Strength | 37 (base 23) |
| Dexterity | 22 (base 13) |
| Constitution | 18 (base 12) |
| Magic | 40 (base 30) |
| Willpower | 12 (base 12) |
| Cunning | 39 (base 39) |
Resources
| Mana | 154/224 |
| Negative | 87/107 |
| Life | -44/612 |
| Positive | 68/107 |
| Stamina | 132/172 |
| Healing Factor | 1.2811363549267 |
| Regeneration | 14.412783992926 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 43 |
| Crit Chance | 21% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 43 |
| Crit Chance | 21% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Light | +10% |
| Nature | +9% |
| Lightning | +16% |
| Arcane | +3% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +20% |
| Acid | +10% |
| Cold | +6% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 9 (37.644941169318%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 38 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 32%( 70%) |
| Mind | + 17%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 43% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 25% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 51% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Lisolrathra the white wolf. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. 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 hummerhorn wing. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' | 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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Gorimazor (20 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +7 Defense: +20 (+7 eff.) Fatigue: -5% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Teleport immunity: +10% Only die when reaching: -40.00 life A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cyrirasewen the Glaciertyphoon (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 cold Changes resistances: +16% lightning Changes damage: +11% lightning / +3% arcane Knockback immunity: +10% Life regen: +4.00 Mana when firing critical spell: +2.00 Spellpower: +15 (+5 eff.) A pointy cloth hat, very wizardly... |
| On hands | Bleakblight the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +18 (+6 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage (Melee): 8 lightning Changes stats: +6 Str Changes resistances: +8% lightning / +9% acid Changes damage: +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | titan's copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Life regen: +7.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
| On fingers | copper citrine ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Damage when hit (Melee): 2 nature Changes resistances: +6% light Changes resistances penetration: +5% nature / +20% light Mental save: +6 (+2 eff.) Disarm immunity: +25% Confusion immunity: +25% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Light radius: +5 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | IvoldakiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% lightning / +6% physical / +3% nature / +10% temporal Physical save: +12 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +21% Knockback immunity: +21% Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | elemental iron dagger of crippling (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 74 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +6% cold Changes damage: +5% cold Sharp, short and deadly. |
| Around waist | PusbrawnInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes resistances penetration: +5% acid / +15% darkness / +5% nature Changes damage: +9% nature Physical save: +7 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
| In off hand | elemental iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 74 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +7% acid Sharp, short and deadly. |
| Cloak | Chalifast (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +12% blight / +15% cold / +3% acid Changes damage: +9% acid Talent mastery: +0.20 Technique / Combat training Spell save: +4 (+2 eff.) Stamina each turn: +0.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Turihek' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +17% darkness / +6% temporal / +11% mind / +7% all Physical save: +11 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +21 (+7 eff.) Maximum life: +100.00 Maximum stamina: +10.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, fire, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 darkness, 4 blight, 4 fire, 5 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 12; resist 17%; move 32%; dur 5; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 32% faster, and you are invisible (power 12). Its effects scale with your Dexterity 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 spell talent. |
manasurge rune of the psychic (regen 892% over 10 turns; mana 45; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 892% for 10 turns (22 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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 spell talent. |
shatter afflictions rune of the warrior (absorb 78; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength 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 spell talent. |
shielding rune of the sneak (absorb 237; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 3 turns. 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 spell talent. |
shielding rune of the sneak (absorb 222; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 5 turns. 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 spell talent. |
HalamasInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Lck / +3 Con Changes resistances: +11% mind / +12% acid Changes damage: +6% acid Confusion immunity: +20% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
IsiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% temporal / +12% mind Physical save: +9 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Confusion immunity: +23% Amulets make your neck look great! |
cleansing copper amulet of cunning (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% nature / +11% blight Poison immunity: +20% Disease immunity: +23% Amulets make your neck look great! |
copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +21.00 Amulets make your neck look great! |
copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +11% Infravision radius: +2 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
insulating copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +2.00 Amulets make your neck look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +13% acid / +12% fire / +11% lightning / +11% cold Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
psionicist's copper ring of blight (+10%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% blight Changes damage: +10% blight Mental save: +6 (+2 eff.) Rings make your fingers look great! |
savage's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +20% lightning Changes damage: +10% lightning Spell save: +11 (+4 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
Bethenor the iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +31 (+10 eff.) Changes stats: +5 Wil Changes resistances: +6% blight / +9% cold Disarm immunity: +24% Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
enhanced iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Sharp, short and deadly. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Rhydir the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun / +1 Con Changes resistances: +3% blight Maximum life: +33.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
linen wizard hat 'Gydavea' (16 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +16 (+5 eff.) Changes resistances: +18% acid Changes damage: +12% acid Critical mult.: +5.00% Mental save: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Dairuran' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Cun Changes resistances: +6% lightning / +7% temporal Critical mult.: +5.00% Equilibrium when hit: +0.08 Mental crit. chance: +3% A cap 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. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Activation costs 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) Activation costs 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. |
iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Moldstinger' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Damage when hit (Melee): 8 fire Changes resistances: +3% light Changes resistances penetration: +10% nature Changes damage: +3% nature Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm wand of lightning storm [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shredder the Skeleton Adventurer level 7
27th Dusk 122nd year of Ascendancy at 01:24 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Shredder the Skeleton Adventurer level 14
38th Haze 122nd year of Ascendancy at 05:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shredder the Skeleton Adventurer level 10
5th Haze 122nd year of Ascendancy at 05:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shredder the Skeleton Adventurer level 20
2nd Allure 123rd year of Ascendancy at 15:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shredder the Skeleton Adventurer level 5
2nd Mirth 122nd year of Ascendancy at 13:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shredder the Skeleton Adventurer level 10
9th Haze 122nd year of Ascendancy at 14:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shredder the Skeleton Adventurer level 16
2nd Decay 122nd year of Ascendancy at 01:59 see stats
Log
Porulle the rogue sapper's aether beam hits Gliba the bandit lord for (10 flat reduction), 35 arcane (35 total damage).
Porulle the rogue sapper's aether beam hits Ce'Nalegawen the shadowblade for 49 arcane damage.
Shredder receives 156 healing from Re-assemble.
Ce'Nalegawen the shadowblade resists!
Gliba the bandit lord resists!
Porulle the rogue sapper's aether beam hits Something for 43 arcane damage.
Porulle the rogue sapper's aether beam hits Gliba the bandit lord for (10 flat reduction), 35 arcane (35 total damage).
Porulle the rogue sapper's aether beam hits Ce'Nalegawen the shadowblade for 49 arcane damage.
Porulle the rogue sapper's aether beam hits Shredder for 8 arcane damage.
Thunderstorm hits Shredder for 30 lightning damage.
Golem (servant of Adebeth the thief) misses Shredder.
Rogue uses Switch Place.
Shredder resists the shadowy cut
Rogue tries to evade attacks.
Rogue hits Shredder for 6 fire, 6 fire (11 total damage).
Melee retaliation hits Rogue for 3 cold, 1 nature, 3 darkness, 3 cold, 1 nature, 3 darkness (14 total damage).
Melee retaliation hits Rogue for 2 cold, 1 nature, 3 darkness, 2 cold, 1 nature, 3 darkness (13 total damage).
Porulle the rogue sapper's aether beam hits Rogue for 6 arcane damage.
Rogue hits Shredder for 41 physical, 18 physical (58 total damage).
Porulle the rogue sapper's aether beam hits Something for 60 arcane damage.
Ce'Nalegawen the shadowblade activates his twisted totem!
Ce'Nalegawen the shadowblade's skin looks a bit thorny.
Porulle the rogue sapper's aether beam hits Rogue for 51 arcane damage.
Porulle the rogue sapper's aether beam hits Rogue for 6 arcane damage.
Gliba the bandit lord lashes out with a flurry of fists.
Gliba the bandit lord performs a melee critical strike against Shredder!
Gliba the bandit lord performs a melee critical strike against Shredder!
Melee retaliation hits Gliba the bandit lord for (2 flat reduction), 0 cold, (1 flat reduction), 0 nature, (3 flat reduction), 0 darkness, (2 flat reduction), 0 cold, (1 flat reduction), 0 nature, (3 flat reduction), 0 darkness, (2 flat reduction), 0 cold, (1 flat reduction), 0 nature, (3 flat reduction), 0 darkness (0 total damage).
Gliba the bandit lord hits Shredder for 162 physical damage.
Shredder the level 20 skeleton adventurer was swiped to death by Gliba the bandit lord on level 1 of Damp Cave.









































































