












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 24 / 48% |
| Size | small |
| Lifes / Deaths | Killed by Galekira the greater teluvorta at level 24 on the 43rd Dusk 125th year of Ascendancy at 08:36 / 2Killed by Galekira the greater teluvorta at level 24 on the 43rd Dusk 125th year of Ascendancy at 08:43 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 57 (base 47) |
| Constitution | 16 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 11 (base 11) |
| Cunning | 46 (base 35) |
Resources
| Life | -74/691 |
| Mana | 243/243 |
| Stamina | 169/182 |
| Healing Factor | 1.1545771506546 |
| Regeneration | 3.7523757396275 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 36.323645669319 |
| See Invisible | 36.323645669319 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 53 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +10% |
| Fire | +3% |
| Arcane | +9% |
| Cold | +36% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +16% |
| Mind | +10% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 47.719009130622 (56.026343845506%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 19 |
| Mental Save | 13 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Darkness | + 15%( 70%) |
| Cold | + 34%( 70%) |
| Blight | 0%( 70%) |
| Acid | + 8%( 70%) |
| Fire | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Constitution stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 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 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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. | 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 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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by carrion worm mass. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Nerakira the copperhead snake. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
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 Horned Horror. * 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 Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * '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 greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. 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 orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed electric eel tail. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within6 lumberjacks have died. | 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 | Adonn (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +7 Changes stats: +2 Dex / +2 Cun / +3 Con Changes resistances penetration: +5% blight Only die when reaching: -20.00 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 116% 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. A pair of boots made of leather. |
| Quiver | tundral pouch of dwarven-steel shots of accuracy (11/16, 31-37 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Damage (Ranged): +20 cold Damage (radius 2) on crit: +5 cold Shots are used with slings to pummel your foes to death. |
| Light source | DeepspiercerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +6% darkness / +3% cold Changes damage: +9% darkness / +12% cold Maximum life: +43.00 Light radius: +3 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 | Anudrasta the Bleakmaim (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% acid / +9% darkness / +7% fire / +8% cold / +10% lightning Changes damage: +24% cold / +12% darkness / +3% fire A cap made of leather. |
| On hands | hardened leather gloves 'Earuzilaldir' (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +4 Damage when hit (Melee): 6 physical Changes stats: +8 Str / +5 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+7 eff.) 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 | yew totem of healing [power 260] (8/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 29.31 You won the Ring of Blood trial, and this is your reward. |
| On fingers | savage's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 12 light Changes stats: +2 Mag / +2 Con Changes damage: +10% light Spell save: +11 (+6 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | penetrating hardened leather sling of piercingRequires: - 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 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +11% physical / +5% all Slings are used to hurl stones or metal shots at your foes. |
| Around waist | 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. |
| In off hand | Bethurianor the steel shield (0 def, 13 armour, 17-20 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): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (Melee): +12 fire When wielded/worn: Armour: +13 Fatigue: +8% Damage when hit (Melee): 11 fire Changes stats: +3 Str Changes resistances: +12% cold / +12% fire Changes damage: +9% arcane Talent granted: +1 Block Physical save: +15 (+7 eff.) Maximum life: +60.00 Handheld deflection devices. |
| Cloak | Eiliniganne the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +11% cold Changes resistances penetration: +5% mind Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of the wind (8 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Armour: +2 Defense: +8 (+3 eff.) Fatigue: +6% Life regen: +3.00 Stamina each turn: +0.60 Maximum life: +31.00 Healing mod.: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
movement infusion of the wizard (speed 586%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% 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 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. |
Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Weepbender the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% nature / +22% cold Changes resistances penetration: +20% fire Changes damage: +3% mind / +11% cold 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): 12 light Damage (Ranged): 13 light Changes stats: +3 Mag Changes damage: +12% light Rings make your fingers look great! |
treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +13% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
mighty cured leather sling of enduringRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 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 wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Str / +5 Wil / +6 Con Maximum life: +33.00 Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.24 Maximum mana: +28.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +4 Cun / +5 Lck Trap disarming bonus: +8 Stealth bonus: +8 Mana each turn: +0.15 Maximum mana: +30.00 Infravision radius: +4 A belt that goes around your waist. |
Curepierce (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +3 Damage when hit (Melee): 4 nature Changes stats: +5 Dex Changes resistances: +8% lightning / +10% temporal / +9% nature Stamina each turn: +2.00 Only die when reaching: -40.00 life A pair of boots made of leather. |
Neryminn (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Effects on melee hit: * 19% chance to reduce all saves and defense by 16 Damage (Melee): 14 mind / 15 darkness Changes stats: +3 Con Changes resistances penetration: +25% physical Critical mult.: +20.00% Mental save: -14 (-14 eff.) Mindpower: +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gubeth (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 blight Changes stats: +2 Str / +2 Wil Changes resistances: +9% acid / +2% physical / +12% lightning Physical save: +3 (+1 eff.) Mental save: +6 (+6 eff.) Light radius: +1 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Vorathra the Woeripper (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 8 darkness Changes stats: +3 Cun / +3 Wil Changes resistances: +12% blight Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Mindpower: +5 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Yaridur (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +9 Wil Changes resistances penetration: +25% temporal Physical save: +8 (+4 eff.) Mana when firing critical spell: +2.00 A pointy cloth hat, very wizardly... |
augmenting linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +3 Wil Changes damage: +4% acid / +4% lightning / +4% cold / +3% arcane / +4% fire Spellpower: +3 (+3 eff.) A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 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 33.41 to 100.23 lightning damage (66.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
volcanic cured leather armour of the deep (6 def, 14 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +14 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +7% acid / +16% fire / +9% cold / +13% physical Allows you to breathe in: water A suit of armour made of leather. |
steel shield of shrapnel (0 def, 4 armour, 18-21 power, 43.5 block)Requires: - Shield usage training - Cunning 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
warded iron shield (0 def, 2 armour, 10-12 power, 16 block)Requires: - Shield usage training - Cunning 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +16 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +2 Fatigue: +8% Maximum wards: +4 lightning / +3 temporal / +4 darkness / +4 fire / +4 nature / +4 blight / +3 cold / +4 arcane / +4 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
134 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. |
ethereal brass lantern of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Spellpower: +6 (+6 eff.) Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 67.04 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
Belibeth (22/22, 18-22 power, 9 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.5% Capacity: 22 Travel speed: +200% Damage (Ranged): +20 physical / +11 cold Damage (radius 2) on crit: +7 cold Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of vileness (13/17, 28-34 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2 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: 17 On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 7 Damage (Ranged): +7 blight Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of corruption (23/23, 30-37 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 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: +5.0% Capacity: 23 When this weapon hits: Curse of Defenselessness (20% chance level 3). Shots are used with slings to pummel your foes to death. |
quick ash totem of healing [power 176] (8/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By bdysmom the Halfling Skirmisher level 14
54th Dusk 122nd year of Ascendancy at 00:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By bdysmom the Halfling Skirmisher level 18
2nd Pyre 123rd year of Ascendancy at 09:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By bdysmom the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 09:14 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By bdysmom the Halfling Skirmisher level 20
9th Decay 123rd year of Ascendancy at 14:41 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By bdysmom the Halfling Skirmisher level 19
9th Pyre 123rd year of Ascendancy at 01:46 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By bdysmom the Halfling Skirmisher level 22
5th Flare 124th year of Ascendancy at 17:11 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By bdysmom the Halfling Skirmisher level 24
43rd Dusk 125th year of Ascendancy at 08:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By bdysmom the Halfling Skirmisher level 14
47th Dusk 122nd year of Ascendancy at 08:42 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By bdysmom the Halfling Skirmisher level 19
59th Dusk 123rd year of Ascendancy at 20:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By bdysmom the Halfling Skirmisher level 20
14th Regrowth 124th year of Ascendancy at 18:41 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By bdysmom the Halfling Skirmisher level 22
6th Flare 124th year of Ascendancy at 07:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By bdysmom the Halfling Skirmisher level 16
8th Haze 122nd year of Ascendancy at 02:35 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By bdysmom the Halfling Skirmisher level 24
43rd Dusk 125th year of Ascendancy at 08:37 see stats
Log
The powerful time-altering energies generate a restoration field on Galekira the greater teluvorta.
Reality smears around Galekira the greater teluvorta.
Galekira the greater teluvorta casts a protective shield just in time!
Galekira the greater teluvorta converts damage to paradox!
Bdysmom's Shoot hits Galekira the greater teluvorta for (50 to time), (4 converted), 10 physical, (6 converted), 14 cold, (4 converted), 8 light (32 total damage).
Bdysmom shoots!
Bdysmom's Shoot performs a ranged critical strike against Galekira the greater teluvorta!
Galekira the greater teluvorta's Metaflow is disrupted by his wounds!
Reality has shifted.
Galekira the greater teluvorta casts Lightning.
Galekira the greater teluvorta converts damage to paradox!
Galekira the greater teluvorta hits bdysmom for 287 lightning damage.
Bdysmom's Shoot hits Galekira the greater teluvorta for (31 converted), 71 physical, (6 converted), 14 cold, (4 converted), 8 light, (1 converted), 3 cold (97 total damage).
bdysmom receives 2 healing from Bloodcaller.
Galekira the greater teluvorta receives 34 healing from Temporal Restoration Field.
Reality has shifted.
Galekira the greater teluvorta casts Flame.
Talent Kill Shot is ready to use.
Galekira the greater teluvorta hits bdysmom for 113 fire damage.
Burning from Galekira the greater teluvorta hits bdysmom for 76 fire damage.
Bdysmom uses Kneecapper.
New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Galekira the greater teluvorta converts damage to paradox!
bdysmom receives 2 healing from Bloodcaller.
Bdysmom's Kneecapper hits Galekira the greater teluvorta for (37 converted), 86 physical (86 total damage).
Bdysmom's Kneecapper killed Galekira the greater teluvorta!
Burning from Galekira the greater teluvorta hits bdysmom for 75 fire damage.
bdysmom the level 24 halfling skirmisher was toasted to death by Galekira the greater teluvorta and lost outside time on level 1 of Temporal Rift.













































































