















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 20 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Emyvena the sand-drake at level 19 on the 8th Allure 123rd year of Ascendancy at 23:42 / 2Killed by ritch flamespitter at level 20 on the 9th Allure 123rd year of Ascendancy at 22:24 |
Primary Stats
| Strength | 61 (base 15) |
| Dexterity | 62 (base 33) |
| Constitution | 38 (base 28) |
| Magic | 21 (base 10) |
| Willpower | 37 (base 17) |
| Cunning | 43 (base 26) |
Resources
| Life | -100/555 |
| Stamina | 42/224 |
| Healing Factor | 1.3102122670884 |
| Regeneration | 8.1888266693022 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 37.388749514228 |
| See Invisible | 50.388749514228 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 48 |
| Crit Chance | 20% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +12% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (38.594633868923%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 28% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 370 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 fire, 5 cold, 4 mind, 4 temporal |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Voridheba the crimson crystal. Escort: lost defiler (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Adevena (8/19, 139% power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +7 Crit. chance: +9.5% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 50% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 145 physical damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 mind / +17 physical Damage (radius 1) on hit: +4 mind Arrows are used with bows to pierce your foes to death. |
| Light source | IssatondurInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +3 Str Changes resistances: +6% blight / +6% cold Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life Light radius: +3 See stealth: +6 See invisible: +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 | rough leather cap 'Islynor' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +11% light / +11% darkness Spell save: +6 (+3 eff.) Silence immunity: +20% Confusion immunity: +10% Healing mod.: +10% A cap made of leather. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | KhelostirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 (+4 eff.) Changes stats: +9 Str / +4 Con Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +28% Life regen: +3.00 Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) See invisible: +3 Rings make your fingers look great! |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 131.09 You won the Ring of Blood trial, and this is your reward. |
| Around waist | LayeminaCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +20 (+6 eff.) Changes resistances: +15% fire Stealth bonus: +8 Physical save: +24 (+8 eff.) Maximum life: +20.00 Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
| In main hand | enhanced yew longbowRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +5 Str / +8 Dex / +8 Mag / +8 Wil / +9 Cun / +6 Con Longbows are used to shoot arrows at your foes. |
| On hands | alchemist's hardened leather gloves of the nighthunter (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +2 Damage (Melee): 5 acid / 5 fire / 3 cold / 5 lightning Changes stats: +3 Mag / +3 Wil / +2 Cun Changes resistances: +9% darkness Infravision radius: +2 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 ice / +12 darkness / +15 fire / +10 lightning / +10 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour 'Biregodor' (13 def, 11 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +13 (+4 eff.) Fatigue: +7% Damage when hit (Melee): 2 arcane Changes stats: +2 Cun Changes resistances: +7% acid / +7% cold / +5% arcane / +5% physical Changes damage: +12% arcane Allows you to breathe in: water Physical save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A suit of armour made of leather. |
| Cloak | enveloping cashmere cloak of the voidstalker (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +10% darkness / +10% temporal Physical save: +7 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 15/60. The evilness of undeath radiates from this amulet. |
Inventory
clarifying copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
Glacierblight the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +4 Mag / +5 Wil / +5 Con Changes resistances: +12% mind / +3% blight Changes resistances penetration: +5% cold Changes damage: +12% mind / +9% blight Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes resistances: +5% nature / +6% blight Poison immunity: +11% Disease immunity: +12% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.earthen yew vilestaff of fate (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% 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: Armour: +5 Armour Hardiness: +3% Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +5 (+3 eff.) Spellpower: +9 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Voryvena the StrikebreakInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% lightning / +9% acid / +12% cold / +5% arcane / +3% fire Changes damage: +3% mind Spell save: +9 (+5 eff.) Mental save: +5 (+3 eff.) Maximum life: +62.00 A belt that goes around your waist. |
Zubina the BoltstoneInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +8% lightning / +7% temporal / +8% fire / +6% mind / +8% cold Changes resistances penetration: +15% lightning Physical save: +7 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.grounding hardened leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +7% temporal Maximum life: +30.00 A belt that goes around your waist. |
Cloak of Deception =Disfarce=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Kolathakor' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +15 (+4 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Cun / +3 Con Changes damage: +3% physical Physical save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Hazenoon the pair of dwarven-steel boots (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 10 acid Changes resistances: +9% acid Changes resistances penetration: +20% cold Changes damage: +6% light / +9% cold Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +13 (+4 eff.) Mental save: +10 (+5 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel mail armour of the deep (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +8% cold / +13% nature / +12% blight Allows you to breathe in: water A suit of armour made of mail. |
Voruminn (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Changes resistances: +1% physical / +17% cold Mental save: +15 (+8 eff.) Life regen: +6.50 Stamina each turn: +0.50 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
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. |
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. |
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: +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. |
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. |
Hyrofang [power 194] (3/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Cun Reduces incoming crit damage: 15.00% See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arqueleto the Skeleton Archer level 18
78th Dusk 122nd year of Ascendancy at 22:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arqueleto the Skeleton Archer level 10
8th Mirth 122nd year of Ascendancy at 03:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Arqueleto the Skeleton Archer level 20
9th Allure 123rd year of Ascendancy at 00:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Arqueleto the Skeleton Archer level 18
16th Haze 122nd year of Ascendancy at 13:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arqueleto the Skeleton Archer level 11
37th Dusk 122nd year of Ascendancy at 14:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arqueleto the Skeleton Archer level 11
3rd Flare 122nd year of Ascendancy at 21:53 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Arqueleto the Skeleton Archer level 18
23rd Haze 122nd year of Ascendancy at 16:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arqueleto the Skeleton Archer level 15
43rd Dusk 122nd year of Ascendancy at 16:41 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Arqueleto the Skeleton Archer level 19
8th Allure 123rd year of Ascendancy at 23:42 see stats
Log
Arqueleto repels an attack from Ce'Nyrema the sandworm.
Arqueleto's Intuitive Shots performs a ranged critical strike against Ce'Nyrema the sandworm!
Ce'Nyrema the sandworm is knocked back!
Ce'Nyrema the sandworm is cut deeply.
Arqueleto's Intuitive Shots hits Ce'Nyrema the sandworm for (24 to psi shield), 37 physical, 12 mind, (5 to psi shield), 7 physical, 0 arcane, 3 mind, (43 to psi shield), 65 physical (126 total damage).
Bloodcaller hits Arqueleto for 1 healing, 2 healing (0 total damage) [3 healing].
Arqueleto repels an attack from Ce'Nyrema the sandworm's Beyond the Flesh.
Arqueleto is weakened by the gloom.
Deep Wound from Arqueleto hits Ce'Nyrema the sandworm for (15 to psi shield), 23 physical (23 total damage).
Rotting Disease from Elder vampire hits Ce'Nyrema the sandworm for 9 blight damage.
Arqueleto becomes more vulnerable to fire.
Arqueleto is recovering from the damage!
Gigantic corrosive tunneler's acid area effect hits Arqueleto for 56 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Ce'Nyrema the sandworm for (20 to psi shield), 30 acid (30 total damage).
Gigantic corrosive tunneler's acid area effect hits Arqueleto for 58 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Ce'Nyrema the sandworm for (20 to psi shield), 31 acid (31 total damage).
Thorn Grab from Belutira the sandworm hits Arqueleto for 11 nature damage.
Ce'Nyrema the sandworm performs a melee critical strike against Arqueleto!
Ce'Nyrema the sandworm hits Arqueleto for 103 physical, 21 physical (124 total damage).
Melee retaliation hits Ce'Nyrema the sandworm for 1 arcane damage.
Arqueleto has temporarily forgotten Pin Down for 4 turns!
Ritch flamespitter spits flames!
Deep Wound from Arqueleto hits Ce'Nyrema the sandworm for (11 to psi shield), 17 physical (17 total damage).
Melee retaliation hits Ce'Nyrema the sandworm for 1 arcane damage.
Rotting Disease from Elder vampire hits Ce'Nyrema the sandworm for 9 blight damage.
Ce'Nyrema the sandworm's Beyond the Flesh hits Arqueleto for 103 physical, 21 physical (125 total damage).
Ritch flamespitter hits Arqueleto for 106 fire damage.
Arqueleto the level 20 skeleton archer was flamed to death by a ritch flamespitter on level 3 of Sandworm lair.










































































