Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 36 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Silysebeth the mean looking elven guard at level 36 on the 55th Dusk 122nd year of Ascendancy at 14:31 / 1 |
Primary Stats
| Strength | 39 (base 16) |
| Dexterity | 62.11809434425 (base 60) |
| Constitution | 39 (base 21) |
| Magic | 27 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 70 (base 60) |
Resources
| Life | -140/833 |
| Stamina | 119/172 |
| Healing Factor | 1.8381339712919 |
| Regeneration | 11.855964114833 |
Speed
| Mental | +40% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 66.327401544624 |
| See Invisible | 73.327401544624 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 58 |
| Crit Chance | 36% |
| APR | 5 |
| Speed | 0.57 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (70.376569037657%) |
| Defense | 48 |
| Ranged Defense | 53 |
| Fatigue | 4.8721804511278 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 52 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Silence Resistance | 42% |
| Bleed Resistance | 50% |
| Confusion Resistance | 66% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 94 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.46 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| talent | Rapid Shot |
| talent | Venomous Ammunition |
| talent | Trained Reactions |
| detrimental effect | The target is cursed, taking 48.85 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| beneficial effect | Increases attack speed by 15%. Bullseye |
| detrimental effect | Szleek is fed upon by Silysebeth the mean looking elven guard. Fed Upon |
| detrimental effect | Cannot heal higher than 837 life. Blood Lock |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases movement speed by 50%. Rapid Movement |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 57.20 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 59.49 fire damage, and talent cooldowns are increased by 66% plus 1 turn. Burning Hex |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 34% of the way to your next Rank. You have killed: 28 Uniques 15 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsUngrol 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 ritch stinger. * You've found the needed warg claw. * You've found the needed length of troll intestine. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Olythel (6 def, 3 armour) Olythel (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +5 Dex / +2 Mag / +7 Lck Changes resistances: +6% mind Changes resistances penetration: +15% arcane / +5% mind Stealth bonus: +9 Life regen: +6.20 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Healing mod.: +40% Damage Shield penetration: +30% A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots of crippling (10/20, 138% power, 3 apr) pouch of dwarven-steel shots of crippling (10/20, 138% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 138% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +10.0% Capacity: 20 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Betelle' brass lantern 'Betelle'Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +4 Mag / +1 Wil Changes resistances: +6% blight / +7% darkness / +7% light Changes resistances penetration: +15% arcane Changes damage: +7% darkness Damage affinity(heal): +5% darkness Critical mult.: +5.00% Spell save: +6 (+3 eff.) Blindness immunity: +23% Confusion immunity: +14% Mana when firing critical spell: +1.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +7 See stealth: +7 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 142.50 damage. The damage dealt will increase with your Spellpower. 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. |
| On head | Lightningsmash the iron helm (0 def, 3 armour) Lightningsmash the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 20 temporal Changes stats: +6 Str / +10 Dex Changes resistances: +18% darkness / +6% blight Changes damage: +6% lightning / +3% temporal Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Glorulle (0 def, 11 armour) Glorulle (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +11 Damage (Melee): 7 physical Changes stats: +3 Str Changes resistances penetration: +15% arcane / +15% acid Changes damage: +15% acid / +5% physical / +6% arcane Mental save: +7 (+2 eff.) Maximum life: +43.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of cure ailments 'Moldpulverizer' [power 1] (2/9 cooldown) elm totem of cure ailments 'Moldpulverizer' [power 1] (2/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +25% physical Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle Only die when reaching: -80.00 life Maximum stamina: +5.00 Healing mod.: +10% It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Getogen GetogenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 18% chance to blind Damage (Melee): 33 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 30 light Changes stats: +6 Str / +1 Mag / +9 Con Changes damage: +3% arcane Critical mult.: +20.00% Spell save: +19 (+7 eff.) Maximum stamina: +22.00 Spell crit. chance: +1% Rings can have magical properties. |
| On fingers | copper ring 'Ragosavor' copper ring 'Ragosavor'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Critical mult.: +10.00% Silence immunity: +25% Mana each turn: +0.13 Vim when firing critical spell: +2.00 Maximum hate: +4.00 Maximum psi: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| Around neck | Duvahek DuvahekInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +3% blight Talent masteries: +0.16 Cunning / Trapping +0.16 Technique / Marksmanship Cut immunity: +50% Mana each turn: +0.24 Spellpower: +8 (+3 eff.) Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | cured leather sling 'Smeardeath' cured leather sling 'Smeardeath'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Ammo reloads per turn: +3 Changes stats: +6 Mag Changes resistances penetration: +17% physical / +7% temporal Changes damage: +17% physical / +6% temporal / +7% arcane / +3% nature Talent mastery: +0.20 Chronomancy / Bow Threading Mental save: +18 (+6 eff.) Psi when hit: +0.08 Spellpower: +7 (+2 eff.) Mindpower: +8 (+3 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Nimbusquarry' rough leather belt 'Nimbusquarry'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical power: +6 (+1 eff.) Changes stats: +4 Str / +2 Wil / +10 Con Changes resistances: +2% physical Changes resistances penetration: +5% lightning / +5% physical Physical save: +14 (+4 eff.) Mental save: +7 (+2 eff.) Maximum life: +53.00 Mindpower: +3 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | shocking dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 100% power, 84.5 block) shocking dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 100% power, 84.5 block)Requires: - Dexterity 24 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +84 On weapon hit: * 13% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning Changes resistances: +17% lightning Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Chavor the Scorpionwire (1 def, 6 armour) Chavor the Scorpionwire (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 mind / 8 nature Changes stats: +4 Str / +4 Con Changes resistances: +13% cold Changes resistances penetration: +25% nature Changes damage: +21% nature Physical save: +6 (+2 eff.) Maximum life: +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Xassra' (4 def, 4 armour) rough leather armour 'Xassra' (4 def, 4 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +4 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +3 Str / +5 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +12% lightning / +6% physical Critical mult.: +10.00% Physical save: +12 (+4 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.04 Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Mindpower: +19 (+7 eff.) Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 274 over 5 turns) regeneration infusion of the duelist (heal 274 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 21%; cure physical) wild infusion of the psychic (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
gold amulet 'Viperwilter' gold amulet 'Viperwilter'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Fatigue: -7% Changes stats: +4 Mag / +3 Cun / +1 Con Changes resistances penetration: +5% mind Changes damage: +9% blight / +8% fire / +6% nature Critical mult.: +26.00% Life regen: +3.10 Spellpower: +9 (+3 eff.) See invisible: +9 Amulets can have magical properties. |
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: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
restful copper amulet of magic (+2) restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +0.90 Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
gold ring 'Xerolle' gold ring 'Xerolle'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +24 (+6 eff.) Armour: +6 Changes stats: +3 Dex Changes resistances: +10% blight / +2% physical / +8% nature / +16% mind Changes damage: +16% mind / +6% all Poison immunity: +20% Disease immunity: +17% Spellpower: +19 (+6 eff.) Mindpower: +19 (+7 eff.) Healing mod.: +15% Rings can have magical properties. |
psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +4 (+1 eff.) Rings can have magical properties. |
Bokirath BokirathPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +19 (+7 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Con Changes resistances: +9% acid / +3% temporal / +6% light / +3% nature / +6% mind Stealth bonus: +7 Physical save: +12 (+4 eff.) Mental save: +20 (+6 eff.) Stun/Freeze immunity: +15% Spellpower: +3 (+1 eff.) Mindpower: +9 (+3 eff.) A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Maximum life: +32.00 A belt that goes around your waist. |
Xanoyakira the linen cloak (1 def, 6 armour) Xanoyakira the linen cloak (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +12% darkness Changes resistances penetration: +7% darkness Changes damage: +8% darkness Stealth bonus: +6 Spell save: +29 (+11 eff.) Mental save: +12 (+4 eff.) Cut immunity: +10% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Herarorin the Searspawner (6 def, 0 armour) Herarorin the Searspawner (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Con Changes resistances: +32% light Changes damage: +22% light / +3% fire Physical save: +30 (+10 eff.) Spell save: +18 (+7 eff.) Life regen: +0.20 Maximum life: +30.00 Maximum stamina: +5.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Healing mod.: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelysevea the Earthoblivion (0 def, 8 armour) Emelysevea the Earthoblivion (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +2 Cun / +3 Dex Changes resistances: +15% nature Changes resistances penetration: +10% nature Stamina each turn: +0.30 Maximum life: +34.00 Infravision radius: +2 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 15/15. 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 141% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Magmabloom' (0 def, 3 armour) pair of iron boots 'Magmabloom' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +3% fire Changes resistances penetration: +10% lightning / +15% fire Changes damage: +12% lightning / +12% fire Physical save: +14 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +0.30 Maximum life: +34.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Flashbright (0 def, 1 armour) Flashbright (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 light Changes stats: +5 Str / +10 Dex / +1 Mag / +6 Cun / +3 Con Changes resistances: +6% light Changes damage: +7% light Talent cooldown: Double Strike (-1 turn) Physical save: +16 (+5 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +23% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Daimarim' (0 def, 7 armour) hardened leather gloves 'Daimarim' (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +3 Cun / +7 Mag Changes resistances: +7% light / +7% darkness Changes resistances penetration: +10% arcane Changes damage: +21% arcane / +6% mind Mental save: +8 (+2 eff.) Maximum life: +56.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 63.37 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's rough leather gloves (0 def, 1 armour) naturalist's rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cobranail the iron helm (0 def, 3 armour) Cobranail the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +15% darkness / +20% nature Physical save: +12 (+4 eff.) Stamina when hit: +1.00 Equilibrium when hit: +1.00 Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinewe the linen wizard hat (1 def, 0 armour) Eilinewe the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes resistances: +4% lightning / +4% temporal / +22% light / +4% fire / +4% nature / +7% acid / +3% blight / +4% cold / +4% darkness Changes resistances penetration: +20% acid / +5% arcane Changes damage: +4% physical / +5% darkness / +16% light / +12% arcane / +4% temporal A pointy cloth hat, very wizardly... |
9 agate 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. |
118 alchemist agate 118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 182 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. |
flaming pouch of iron shots of accuracy (23/23, 111% power, 1 apr) flaming pouch of iron shots of accuracy (23/23, 111% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 111% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 Burst (radius 1) on hit: +10 fire Shots are used with slings to pummel your foes to death. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 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 (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed.By Szleek the Yeek Archer level 17
10th Mirth 122nd year of Ascendancy at 08:31 see stats
Fear me not! (Roguelike) (Uniques)
Survived the Fearscape!By Szleek the Yeek Archer level 18
18th Dusk 122nd year of Ascendancy at 14:15 see stats
Got eggs? (Roguelike) (Uniques)
Finish the Pikataclysm event.By Szleek the Yeek Archer level 34
44th Dusk 122nd year of Ascendancy at 18:59 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Szleek the Yeek Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Szleek the Yeek Archer level 20
25th Dusk 122nd year of Ascendancy at 17:23 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Szleek the Yeek Archer level 30
44th Dusk 122nd year of Ascendancy at 13:22 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Szleek the Yeek Archer level 33
44th Dusk 122nd year of Ascendancy at 18:36 see stats
The secret city (Roguelike) (Uniques)
Discovered the truth about mages.By Szleek the Yeek Archer level 19
22nd Dusk 122nd year of Ascendancy at 13:27 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Szleek the Yeek Archer level 20
29th Dusk 122nd year of Ascendancy at 02:16 see stats
Log
Szleek uses Headshot.
Vorythra the elven cultist uses Metalstar.
Szleek shrugs off the effect 'Dazed'!
A psionic shield forms around Vorythra the elven cultist.
Szleek is free from the rotting disease.
Szleek stops regenerating health quickly.
Talent Headshot is ready to use.
Szleek HEALS from darkness damage!
Szleek receives 29 healing.
Venomous Ammunition hits Silysebeth the mean looking elven guard for 20 nature damage.
Szleek's Headshot hits Silysebeth the mean looking elven guard for (50 deflected), 214 physical, 17 light (231 total damage).
Curse of Death from Vorythra the elven cultist hits Szleek for 18 darkness, 2 healing (18 total damage) [2 healing].
Decrepitude Disease from Vorythra the elven cultist hits Szleek for 26 blight damage.
Yeek mindslayer's Beyond the Flesh misses Xerymira the elven warrior.
Numbing Poison from Szleek hits Vorythra the elven cultist for (17 absorbed), 7 nature (7 total damage).
Bleeding from Szleek hits Vorythra the elven cultist for (25 absorbed), 11 physical (11 total damage).
Numbing Poison from Szleek hits Silysebeth the mean looking elven guard for 20 nature damage.
Arcane Vortex from Szleek hits Silysebeth the mean looking elven guard for 26 arcane damage.
Arcane Vortex from Szleek hits Vorythra the elven cultist for (21 absorbed), 9 arcane (9 total damage).
Arcane Vortex from Szleek hits Silysebeth the mean looking elven guard for 26 arcane damage.
elm totem of cure ailments 'Moldpulverizer' [power 1] (2/9 cooldown) is still recharging.
Szleek uses Pin Down.
Vorythra the elven cultist hits Szleek for 30 fire damage.
Silysebeth the mean looking elven guard is pinned to the ground.
Venomous Ammunition hits Silysebeth the mean looking elven guard for 20 nature damage.
Szleek's Pin Down hits Silysebeth the mean looking elven guard for (38 deflected), 56 physical, 17 light (74 total damage).
Silysebeth the mean looking elven guard uses Shield Pummel.
Silysebeth the mean looking elven guard misses Szleek.
Saving game...
