Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ogres Look Like Shalore 1.4.5Changes the Ogre graphics to the Shalore graphics. Created by request for appolyon. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Archer |
| Level / Exp | 22 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Amaineth the quasit at level 22 on the 46th Haze 122nd year of Ascendancy at 03:55 / 2Killed by Ragfaur the quasit at level 22 on the 46th Haze 122nd year of Ascendancy at 05:25 |
Primary Stats
| Strength | 44 (base 32) |
| Dexterity | 52 (base 51) |
| Constitution | 11 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 25 (base 25) |
Resources
| Life | -44/379 |
| Mana | 148/161 |
| Stamina | 98/140 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | +2.4528301886801% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 5 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 63 |
| Crit Chance | 32% |
| APR | 31 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 51.2 (93.924050632911%) |
| Defense | 25 |
| Ranged Defense | 26 |
| Fatigue | 27 |
| Physical Save | 19 |
| Spell Save | 30 |
| Mental Save | 26 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 5% |
| Confusion Resistance | 22% |
| Blind Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 144 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 25 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 175 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Corruption of the Doomed |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Deadly Poison |
| detrimental effect | The target is on fire, taking 10.85 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | On death will restore to the source up to 13 times the vim's worth. Bleak Outcome |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 46.41 fire damage, and talent cooldowns are increased by 46% plus 1 turn. Burning Hex |
| beneficial effect | Reduces fire damage received by 12%. Premonition Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| detrimental effect | The target's vision range is decreased by 5. Reduced Vision |
| detrimental effect | Movement speed is reduced by 44%. Slow movement |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost warrior from death by Saya. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * Find a way back to Eyal. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 56. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed honey tree root. * You've found the needed vial of squid ink. 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 snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | Eremekor the Brightblur (0 def, 10 armour) Eremekor the Brightblur (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 8 fire Changes resistances: +8% acid / +6% light / +8% lightning / +8% fire / +5% arcane / +11% cold Changes resistances penetration: +10% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | hateful quiver of yew arrows of erosion (17/18, 32.5-45.5 power, 10 apr) hateful quiver of yew arrows of erosion (17/18, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 Damage (Ranged): +11 temporal / +7 darkness / +7 nature Damage against: +5% Living Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Layyrawe' alchemist's lamp 'Layyrawe'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +2% physical Changes damage: +9% physical Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Light radius: +3 See stealth: +5 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Adukira' (0 def, 4 armour) dwarven-steel helm 'Adukira' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +6 Str / +2 Wil Changes resistances: +10% blight / +5% arcane / +9% lightning Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 242.9 Physical damage. If the attack hits, the target is confused (41% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Vorydhetta the Radiancelash (dig speed 38 turns) Vorydhetta the Radiancelash (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% light Cut immunity: +5% Knockback immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hellrune the copper ring Hellrune the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +10% physical Changes damage: +10% physical / +3% fire Light radius: +2 Rings can have magical properties. |
| On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | mighty yew longbow of power mighty yew longbow of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +13% physical Changes damage: +13% physical Longbows are used to shoot arrows at your foes. |
| On hands | sand hardened leather gloves of strength (+3) (0 def, 8 armour) sand hardened leather gloves of strength (+3) (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel plate armour of lightning resistance (5 def, 11 armour) dwarven-steel plate armour of lightning resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +18% lightning A suit of armour made of metal plates. |
| Cloak | Scorchstriker (9 def, 0 armour) Scorchstriker (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Damage when hit (Melee): 4 fire Changes resistances: +17% light / +18% fire / +6% nature / +12% cold Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mayedalle the steel amulet Mayedalle the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Wil / +2 Mag Changes resistances: +13% light / +15% darkness Changes damage: +6% physical Spell save: +25 (+11 eff.) Blindness immunity: +24% Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Inventory
grounding copper amulet of constitution (+3) grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
psionicist's copper ring of darkness (+22%) psionicist's copper ring of darkness (+22%)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: +22% darkness Changes damage: +11% darkness Mental save: +6 (+3 eff.) Rings can have magical properties. |
wizard's steel ring of light (+22%) wizard's steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 (+3 eff.) Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 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: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% 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. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Dairulach (1 def, 6 armour) Dairulach (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Pinning immunity: +10% Stun/Freeze immunity: +5% 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) 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 damage: +10% arcane 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. |
Aerita the Furnacespitter (0 def, 3 armour) Aerita the Furnacespitter (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Cun / +3 Con Physical save: +10 (+5 eff.) Mental save: +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eruroddaran (8 def, 3 armour) Eruroddaran (8 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +3% Changes stats: +2 Dex / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +7% physical Spell save: +9 (+4 eff.) Maximum psi: +40.00 Mindpower: +6 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
hardened leather gloves 'Lightraptor' (0 def, 2 armour) hardened leather gloves 'Lightraptor' (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes stats: +5 Str / +2 Dex / +4 Wil / +3 Cun / +3 Con Changes resistances: +3% fire Changes damage: +12% light Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+6 eff.) Spell save: +9 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +57% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ce'Nayara' (0 def, 3 armour) iron helm 'Ce'Nayara' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes resistances: +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Arora' (3 def, 0 armour) linen wizard hat 'Arora' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning Spell save: +6 (+3 eff.) Knockback immunity: +10% Maximum hate: +2.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Korydur' (1 def, 0 armour) linen wizard hat 'Korydur' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% cold / +3% light / +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
Belonik the Flashwire Belonik the FlashwireInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% physical / +5% fire Changes damage: +6% mind Maximum life: +20.00 Light radius: +2 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. |
Relgyzor the brass lantern Relgyzor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% nature / +3% acid Critical mult.: +11.00% Poison immunity: +20% Light radius: +2 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Saya the Doomelf Archer level 21
30th Haze 122nd year of Ascendancy at 06:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Saya the Doomelf Archer level 8
5th Flare 122nd year of Ascendancy at 11:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Saya the Doomelf Archer level 21
38th Haze 122nd year of Ascendancy at 19:43 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Saya the Doomelf Archer level 20
25th Haze 122nd year of Ascendancy at 10:21 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Saya the Doomelf Archer level 5
78th Pyre 122nd year of Ascendancy at 17:36 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Saya the Doomelf Archer level 21
30th Haze 122nd year of Ascendancy at 07:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Saya the Doomelf Archer level 10
11st Dusk 122nd year of Ascendancy at 15:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Saya the Doomelf Archer level 20
25th Haze 122nd year of Ascendancy at 10:21 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Saya the Doomelf Archer level 18
46th Dusk 122nd year of Ascendancy at 12:39 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Saya the Doomelf Archer level 21
30th Haze 122nd year of Ascendancy at 06:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Saya the Doomelf Archer level 8
5th Dusk 122nd year of Ascendancy at 12:55 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Saya the Doomelf Archer level 21
30th Haze 122nd year of Ascendancy at 06:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Saya the Doomelf Archer level 8
7th Dusk 122nd year of Ascendancy at 06:53 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Saya the Doomelf Archer level 18
22nd Haze 122nd year of Ascendancy at 08:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Saya the Doomelf Archer level 16
32nd Dusk 122nd year of Ascendancy at 17:23 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Saya the Doomelf Archer level 22
46th Haze 122nd year of Ascendancy at 03:55 see stats
Log
Saya recovers sight.
Saya is not stunned anymore.
Saya stops burning.
Talent Piercing Arrow is ready to use.
Talent Crippling Shot is ready to use.
Talent Scatter Shot is ready to use.
Talent Dig is ready to use.
Talent Haste of the Doomed is ready to use.
Ragfaur the quasit rushes out!
Saya is recovering from the damage!
Ragfaur the quasit hits Saya for 35 fire damage.
Ragfaur the quasit hits Ragfaur the quasit for 53 fire damage.
Poison from Saya hits Ragfaur the quasit for 12 nature damage.
The protective shield of Saya disappears.
Saya is not cripple anymore.
Talent Rune: Shielding is ready to use.
Saya receives 17 healing.
Ragfaur the quasit uses Shield Pummel.
Saya casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saya is on fire!
Ragfaur the quasit performs a melee critical strike against Saya!
Saya is stunned!
Ragfaur the quasit hits Saya for 7 physical, 24 fire, 14 physical, 24 fire (69 total damage).
Saya hits Ragfaur the quasit for 10 physical, 12 fire, 10 physical, 12 fire (43 total damage).
Ragfaur the quasit hits Saya for 35 fire damage.
Ragfaur the quasit hits Ragfaur the quasit for 53 fire damage.
Poison from Saya hits Ragfaur the quasit for 4 nature damage.
Ragfaur the quasit's weapon surges with fire!
Saving game...
