












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 16 / 26% |
| Size | small |
| Lifes / Deaths | Killed by ritch flamespitter at level 16 on the 27th Dusk 122nd year of Ascendancy at 12:22 / 1 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 49 (base 43) |
| Constitution | 11 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 39 (base 30) |
Resources
| Life | -14/510 |
| Mana | 0/220 |
| Stamina | 31/140 |
| Healing Factor | 1.2082872928177 |
| Regeneration | 62.553033149172 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 43.80269634765 |
| See Invisible | 43.80269634765 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 51 |
| Crit Chance | 31% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Darkness | +12% |
| Mind | +9% |
| Cold | +9% |
Offense: Damage Penetration
| Physical | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 13.58525596448 (70.218264182024%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 3.7096774193548 |
| Physical Save | 19 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Acid | + 6%( 70%) |
| Darkness | + 24%( 70%) |
| Cold | + 16%( 70%) |
| Mind | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Confusion Resistance | 35% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 57% |
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 238 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Numbing Poison |
| talent | Crippling Poison |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is covered in slippery moss. Each time it tries to use a talent there is 35% chance of failure. Slippery Moss |
| beneficial effect | A flow of life spins around the target, regenerating 47.52 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is corroded, reducing their accuracy by 11, their armor by 11, and their defense by 11. Corrode |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 10. Militant Mind |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 22 defense. Evasion |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 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 giant spider spinneret. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 |
Equipment
| On feet | Fulolach (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Changes resistances: +6% acid Changes resistances penetration: +20% physical Critical mult.: +5.00% Silence immunity: +24% Confusion immunity: +25% Stun/Freeze immunity: +24% Stamina each turn: +1.00 Light radius: +3 A pair of boots made of leather. |
| Quiver | Emelovea the pouch of steel shots (9/15, 28.5-34.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 15 Turns elapse between self-loadings: 4 On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 25% On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 acid / +6 temporal Damage (radius 1) on hit: +8 acid Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +6 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 | Shadequick the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% mind Confusion immunity: +10% Maximum life: +40.00 Mindpower: +3 (+1 eff.) A cap made of leather. |
| On hands | Camyrig (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex Spell save: +9 (+5 eff.) Psi when hit: +0.08 Mindpower: +10 (+4 eff.) When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of psionic shield [power 23] (14/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chalakor the HailhungerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +6% nature / +18% fire Silence immunity: +33% Mana each turn: +0.22 Healing mod.: +20% Rings can have magical properties. |
| On fingers | gold ring 'Malonik'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Str Changes resistances: +24% darkness / +6% nature Changes damage: +12% darkness Mental save: +12 (+6 eff.) Pinning immunity: +10% Maximum life: +40.00 Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | runic rough leather sling of cold =2 mag=Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 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 this weapon hits: Arcane Vortex (10% chance level 1). Damage (Ranged): +6 cold When wielded/worn: Changes stats: +2 Mag Changes damage: +6% arcane / +9% cold Spellpower: +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Phlegmqueller the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +9% lightning Changes resistances penetration: +10% nature Changes damage: +9% mind Stealth bonus: +6 Mental crit. chance: +2% A belt that goes around your waist. |
| In off hand | dwarven-steel shield of resilience (0 def, 6 armour, 32.5-39 power, 83 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +83 When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Maximum life: +46.00 Handheld deflection devices. |
| Cloak | Anygrim the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +1 Dex / +3 Wil / +3 Cun Changes resistances: +3% mind Reduces incoming crit damage: 15.00% 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 'Prismspiker' (8 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Fatigue: +6% Damage when hit (Melee): 2 light Changes resistances: +6% lightning / +16% cold Life regen: +4.00 A suit of armour made of leather. |
Inventory
copper amulet 'Ulfemas'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Dex Changes resistances: +11% mind Confusion immunity: +20% Maximum psi: +10.00 Mindpower: +10 (+4 eff.) Amulets can have magical properties. |
savior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
wizard's copper ring =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
wizard's copper ring of sensing =2 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
Alorathel the elven-wood longbow =11 mag=Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +4 temporal When wielded/worn: Armour: +6 Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +11 Dex / +11 Mag / +14 Wil / +9 Cun / +11 Con Stun/Freeze immunity: +20% Mana when firing critical spell: +1.00 Maximum life: +40.00 Longbows are used to shoot arrows at your foes. |
iron longsword 'Festerwedge' (17-23.8 power, 2 apr) =1 mag=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +12 nature When wielded/worn: Changes stats: +1 Mag See invisible: +3 Sharp, long, and deadly. |
mighty rough leather sling of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 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 Damage (Ranged): +6 lightning When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Str Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
stralite waraxe 'Mayudatira' (29-40.6 power, 5 apr) =8 mag=Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +8.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +18 Dex / +8 Mag / +9 Wil / +6 Cun / +7 Con Changes damage: +9% physical One-handed war axes. |
Betheriann =1 mag=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +1 Mag Reduces incoming crit damage: 10.00% Stealth bonus: +6 See invisible: +9 A belt that goes around your waist. |
Uridig =2 mag=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +11 (+4 eff.) Changes stats: +3 Str / +2 Mag Stealth bonus: +10 Light radius: +3 A belt that goes around your waist. |
Beturathra the pair of rough leather boots (0 def, 1 armour) =1 mag=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% acid Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 A pair of boots made of leather. |
Quenchstun the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Cun Changes resistances: +3% blight Changes damage: +6% cold Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Spell save: +3 (+2 eff.) Disease immunity: +10% A pair of boots made of leather. |
Arcspiker (0 def, 1 armour) =3 mag=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes stats: +3 Mag Changes resistances penetration: +15% lightning Changes damage: +4% arcane Critical mult.: +5.00% Mindpower: +15 (+6 eff.) When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Velulralaith the Shockward (0 def, 1 armour) =3 mag=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Cun Changes resistances penetration: +5% lightning When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel helm 'Radiancecut' (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Str / +3 Dex / +2 Wil / +5 Cun / +3 Con Changes resistances: -11% light Changes resistances penetration: +10% arcane Changes damage: +3% light Mindpower: +4 (+2 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+2) (0 def, 1 armour) =2 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
rough leather armour 'Delidegas' (3 def, 2 armour) =2 mag=Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +2 Mag Changes resistances: +16% fire / +5% arcane / +6% temporal A suit of armour made of leather. |
iron shield 'Crackleking' (0 def, 4 armour, 8.5-10.2 power, 78.5 block)Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +78 Damage (radius 2) on crit: +4 lightning When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Only die when reaching: -40.00 life Maximum life: +80.00 Handheld deflection devices. |
5 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. |
120 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. |
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. |
dwarven-steel pickaxe 'Oozestriker' (dig speed 16 turns) =better dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 arcane / 4 blight Changes stats: +2 Str Changes resistances: +15% blight / +6% physical Changes resistances penetration: +10% nature / +5% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus =Crafting=Powered 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. |
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 (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 Activation costs 176 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. |
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. |
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. |
2 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
Ay ay captain! (Insane (Roguelike) difficulty)
Turn into a pirate!By Booger Flinger the Halfling Skirmisher level 11
15th Dusk 122nd year of Ascendancy at 16:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Booger Flinger the Halfling Skirmisher level 10
8th Dusk 122nd year of Ascendancy at 17:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Booger Flinger the Halfling Skirmisher level 5
78th Pyre 122nd year of Ascendancy at 05:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Booger Flinger the Halfling Skirmisher level 13
19th Dusk 122nd year of Ascendancy at 13:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Booger Flinger the Halfling Skirmisher level 11
15th Dusk 122nd year of Ascendancy at 16:38 see stats
Log
Booger Flinger fails to use Block.
Ritch flamespitter is corroded.
Zombie bunny is corroded.
Zombie bunny is corroded.
Mad Archdruid's impeding nature area effect hits Booger Flinger for 20 nature damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 44 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 40 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 44 acid damage.
Mad Archdruid's corrosive acid area effect hits Booger Flinger for 42 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 37 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 44 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 44 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 39 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 44 acid damage.
Mad Archdruid's corrosive acid area effect hits Ritch flamespitter for 44 acid damage.
Zombie bunny misses Booger Flinger.
Ritch flamespitter spits flames!
Booger Flinger tries to evade attacks.
Ritch flamespitter hits Booger Flinger for 108 fire damage.
Booger Flinger the level 16 halfling skirmisher was slowly cooked to death by a ritch flamespitter on level 2 of Pikataclysm.
Booger Flinger deactivates Apply Poison.
Booger Flinger deactivates Crippling Poison.
Booger Flinger stops regenerating health quickly.
Booger Flinger is free from the slippery moss.
Booger Flinger speeds up.
Booger Flinger deactivates Counter Shot.
Booger Flinger deactivates Trained Reactions.
Booger Flinger deactivates Numbing Poison.
Booger Flinger is no longer evading attacks.
Booger Flinger has shook off the effects of their corrosion.




















































































