











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 23 / 25% |
| Size | small |
| Lifes / Deaths | Killed by Lisulrawen the corrupted mastocytic feeder at level 21 on the 21st Regrowth 123rd year of Ascendancy at 10:09 / 2Killed by Celia at level 23 on the 12nd Pyre 123rd year of Ascendancy at 01:06 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 56 (base 44) |
| Constitution | 32 (base 23) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 14) |
| Cunning | 54 (base 34) |
Resources
| Life | -184/561 |
| Stamina | 187/232 |
| Psi | 98/108 |
| Healing Factor | 1.4724420161894 |
| Regeneration | 12.147646633563 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 38.873901619887 |
| See Invisible | 46.873901619887 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 64 |
| Crit Chance | 33% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +20% |
| Mind | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.764593763945 (74.179244373088%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 18 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 15%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 12% |
| Poison Resistance | 50% |
| Knockback Resistance | 42% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 0/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one 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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +2 Cun / +6 Con Physical save: +13 (+7 eff.) Mental save: +13 (+7 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots of crippling (18/18, 148% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 148% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +18.0% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Flarerune'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +1 Physical power: +5 (+2 eff.) Changes stats: +3 Cun Changes resistances: +3% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +10% 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 | linen wizard hat 'Kagrim' (21 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +21 (+6 eff.) Damage when hit (Melee): 2 mind Changes resistances: +1% physical Changes damage: +3% mind Mana each turn: +0.11 Spellpower: +2 (+2 eff.) Spell crit. chance: +2% Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
| On hands | restful hardened leather gloves of strength (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +2 Changes stats: +2 Str Life regen: +1.00 Stamina each turn: +0.90 Maximum stamina: +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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 Physical save: -10 (-5 eff.) Spell save: -10 (-10 eff.) Mental save: -10 (-5 eff.) 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 | RadhiruiranCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +3% blight / +9% darkness Knockback immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
| On fingers | 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 (+4 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. |
| Around neck | stabilizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Blindness immunity: +12% Pinning immunity: +20% Knockback immunity: +22% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
| In main hand | cured leather sling 'Sunwyrd'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +8 nature / +20 cold When wielded/worn: Changes resistances: +15% light / +3% nature Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | warded dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 141% power, 78 block)Requires: - Shield usage training - Cunning 24 Powered by arcane forces Infused by psionic forces 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: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +12% mind Maximum wards: +3 lightning / +3 temporal / +4 darkness / +4 fire / +3 nature / +4 blight / +5 cold / +5 arcane / +3 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
| Cloak | Ulfydor the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Dex / +2 Con Changes resistances: +6% cold Changes damage: +12% physical Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+4 eff.) Stamina each turn: +0.60 Only die when reaching: -80.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 40.71 to 122.14 lightning damage (81.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
heroism infusion of the wizard (die at -292; dur 6; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -292 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 584 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 nature talent. |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Vargh Redemption =Water=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 11.37 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
sneakthief's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +4 Dex Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +3 Mag Changes damage: +10% light Rings make your fingers look great! |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 22 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 22 Damage (Ranged): 10 physical Changes stats: +1 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
warrior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +25% Life regen: +2.00 Rings make your fingers look great! |
warrior's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warbringer's steel longsword (108% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +12% Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Aereba the rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +7 (+2 eff.) Ammo reloads per turn: +1 Changes stats: +2 Str / +4 Dex Changes resistances: +9% lightning / +9% nature / +6% light / +6% darkness Changes resistances penetration: +10% physical Slings are used to hurl stones or metal shots at your foes. |
enhanced hardened leather sling of dampeningRequires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +7 Str / +6 Dex / +3 Mag / +7 Wil / +5 Cun / +5 Con Changes resistances: +8% acid / +8% lightning / +7% cold / +12% fire / +4% all Spell save: +6 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of acidRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 acid When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes damage: +9% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.blighted yew starstaff of channeling (120% power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Mana each turn: +0.10 Vim when firing critical spell: +1.00 Maximum vim: +15.00 Spellpower: +24 (+16 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zaniyachik the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +15% cold Silence immunity: +10% Maximum life: +33.00 A belt that goes around your waist. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level.cashmere robe of fire (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +16% fire Changes damage: +11% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidwend the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun Changes resistances: +30% cold Changes resistances penetration: +15% lightning Changes damage: +12% light Mental save: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +17% blight / +12% darkness Life regen: +3.00 Maximum life: +29.00 Light radius: +2 Healing mod.: +13% A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.wrathful steel shield (0 def, 4 armour, 116% power, 41 block) Requires: - Shield usage training - Cunning 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 116% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (radius 2) on crit: +11 light / +14 fire When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +6% light / +5% fire Talent granted: +1 Block Handheld deflection devices. |
6 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. |
103 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =Dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
self-loading pouch of steel shots of corruption (19/19, 124% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 124% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Turns elapse between self-loadings: 5 When this weapon hits: Curse of Vulnerability (20% chance level 2). Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots of wind (12/20, 122% power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage Travel speed: +200% Damage (Ranged): +9 lightning Damage (radius 2) on crit: +5 lightning Shots are used with slings to pummel your foes to death. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Samwise the Halfling Skirmisher level 14
22nd Dusk 122nd year of Ascendancy at 23:40 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Samwise the Halfling Skirmisher level 18
9th Allure 123rd year of Ascendancy at 05:21 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Samwise the Halfling Skirmisher level 22
5th Pyre 123rd year of Ascendancy at 11:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Samwise the Halfling Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 12:14 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Samwise the Halfling Skirmisher level 20
1st Regrowth 123rd year of Ascendancy at 08:22 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Samwise the Halfling Skirmisher level 22
63rd Regrowth 123rd year of Ascendancy at 15:45 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Samwise the Halfling Skirmisher level 22
4th Pyre 123rd year of Ascendancy at 15:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Samwise the Halfling Skirmisher level 8
4th Mirth 122nd year of Ascendancy at 16:28 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Samwise the Halfling Skirmisher level 21
39th Regrowth 123rd year of Ascendancy at 02:14 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Samwise the Halfling Skirmisher level 17
71st Haze 122nd year of Ascendancy at 10:08 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Samwise the Halfling Skirmisher level 17
70th Haze 122nd year of Ascendancy at 20:40 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Samwise the Halfling Skirmisher level 17
49th Haze 122nd year of Ascendancy at 12:20 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Samwise the Halfling Skirmisher level 21
21st Regrowth 123rd year of Ascendancy at 10:10 see stats
Log
Today is the 12nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Luck of the Little Folk is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Samwise uses Block.
Something hits Samwise for (75 blocked), 0 cold (0 total damage).
Samwise wanders around!
Bane of Confusion from Celia hits Samwise for (72 blocked), 0 darkness (0 total damage).
Samwise reacts to damage from Something, mitigating the blow!.
Samwise is recovering from the damage!
Samwise tries to evade attacks.
Samwise reacts to damage from Something, mitigating the blow!.
Samwise feels death coming!
Something hits Samwise for (21 flat reduction), 67 cold, (21 flat reduction), (92 reacted , -5 stam), 216 cold, (21 flat reduction), (78 reacted , -5 stam), 171 darkness (454 total damage).
Erupting Shadows hits Samwise for (21 flat reduction), 20 darkness (20 total damage).
Bane of Confusion from Celia hits Samwise for (21 flat reduction), 51 darkness (51 total damage).
Samwise uses Infusion: Movement.
Samwise is moving at extreme speed!
Samwise is confused and fails to use Infusion: Regeneration.
Samwise reacts to damage from Something, mitigating the blow!.
Something hits Samwise for (21 flat reduction), 67 cold, (21 flat reduction), (91 reacted , -5 stam), 201 darkness (267 total damage).
Samwise the level 23 halfling skirmisher was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.








































































































