












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Archer |
Level / Exp | 16 / 29% |
Size | small |
Lifes / Deaths | Killed by worm that walks at level 16 on the 54th Haze 122nd year of Ascendancy at 22:53 / 1 |
Primary Stats
Strength | 20 (base 16) |
Dexterity | 50 (base 39) |
Constitution | 18 (base 11) |
Magic | 14 (base 10) |
Willpower | 15 (base 10) |
Cunning | 43 (base 31) |
Resources
Life | -86/380 |
Stamina | 125/158 |
Healing Factor | 1.0711363549267 |
Regeneration | 6.0519204053358 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 31 |
Offense: Mainhand
Damage | 69 |
Accuracy | 62 |
Crit Chance | 30% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Fire | +5% |
Physical | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +25% |
Fire | +15% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 28 (57.155997060385%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 14 |
Mental Save | 20 |
Defense: Resistances
Lightning | + 20%( 70%) |
Cold | + 23%( 70%) |
Blight | + 9%( 70%) |
Physical | + 3%( 70%) |
Fire | + 31%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Agility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | 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 have explored the Maze and vanquished the Minotaur. * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +3% fire Changes resistances penetration: +15% fire Changes damage: +3% mind Critical mult.: +5.00% Equilibrium when hit: +0.04 Infravision radius: +2 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +15.0% Capacity: 19 On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +1 Wil Changes resistances: +3% physical / +8% cold Changes resistances penetration: +10% physical Allows you to breathe in: water Critical mult.: +10.00% Reduces incoming crit damage: 5.00% A cap made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Damage when hit (Melee): 2 fire Changes resistances: +3% fire Changes damage: +6% physical Only die when reaching: -60.00 life It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
Around neck | ![]() Infused 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 (+3 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 | ![]() Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +4.0% Physical power: +5 (+3 eff.) Defense: +10 (+3 eff.) Ammo reloads per turn: +4 Changes stats: +4 Con Changes resistances penetration: +20% lightning Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +9% blight Changes resistances penetration: +5% lightning Stealth bonus: +5 Spell save: +3 (+3 eff.) Disarm immunity: +10% Life regen: +2.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Dexterity 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +1 Wil / +2 Con Infravision radius: +2 See invisible: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +2 Cun Changes resistances penetration: +25% mind Changes damage: +3% physical Critical mult.: +5.00% Life regen: +3.40 Stamina each turn: +0.70 Mindpower: +5 (+3 eff.) Mental crit. chance: +2% Infravision radius: +1 A suit of armour made of leather. |
Inventory
![]() flaming steel longsword of massacre (22-31 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +6 fire Sharp, long, and deadly. |
![]() Requires: - Dexterity 11 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 2) on crit: +10 acid / +7 nature When wielded/worn: Armour penetration: +6 Changes resistances: +8% acid / +8% lightning / +9% cold / +7% fire / +3% all Changes resistances penetration: +6% acid / +5% nature Spell save: +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() balanced steel waraxe of erosion (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +22% One-handed war axes. |
![]() thought-forged steel waraxe (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Mental save: +5 (+3 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. |
![]() grounding pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +15% darkness / +5% nature Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+9 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 cold Changes stats: +5 Cun / +2 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% mind Changes damage: +3% mind Maximum psi: +10.00 Mindpower: +4 (+2 eff.) A cap made of leather. |
![]() Skyresolve the rough leather armour (3 def, 2 armour) 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% Damage when hit (Melee): 8 mind Changes stats: +5 Str Changes resistances: +3% lightning / +7% physical / +11% darkness / +6% fire Changes resistances penetration: +20% lightning Changes damage: +9% fire Mindpower: +10 (+5 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. 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. A suit of armour made of leather. |
![]() rejuvenating cured leather armour of lightning resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +17% lightning Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of leather. |
![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +16% acid Life regen: +3.00 Maximum life: +31.00 Healing mod.: +10% A suit of armour made of leather. |
![]() Requires: - Shield usage training - Dexterity 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +3 Cun Changes resistances: +19% fire Talent granted: +1 Block Critical mult.: +10.00% Equilibrium when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +1% Handheld deflection devices. |
![]() Requires: - Shield usage training - Dexterity 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +12 physical When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +1 Wil Changes resistances: +11% physical Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +19 Handheld deflection devices. |
![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 10% chance to reduce damage dealt by 17% Damage (Ranged): +16 darkness / +12 light Damage (radius 1) on hit: +4 light / +4 darkness / +4 arcane Damage (radius 2) on crit: +8 arcane Damage against: +11% Undead Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() brass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +4 nature / +8 fire Damage (radius 1) on hit: +16 nature / +4 fire Damage (radius 2) on crit: +4 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 Shots are used with slings to pummel your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By 555 the Halfling Archer level 14
38th Haze 122nd year of Ascendancy at 14:37 see stats
By 555 the Halfling Archer level 10
2nd Haze 122nd year of Ascendancy at 13:24 see stats
By 555 the Halfling Archer level 9
78th Dusk 122nd year of Ascendancy at 09:29 see stats
Log
555's Shoot hits Worm that walks for 75 physical, 2 mind (77 total damage).
Worm that walks casts Drain.
555 reacts to damage from Worm that walks, mitigating the blow!.
555 tries to evade attacks.
Worm that walks hits 555 for (24 deflected), (50 reacted , -4 stam), 148 blight (148 total damage).
555 is no longer evading attacks.
Worm Rot from Worm that walks hits 555 for 48 blight, 40 acid (88 total damage).
555 uses Infusion: Healing.
555 reacts to damage from Worm that walks, mitigating the blow!.
555 tries to evade attacks.
A carrion worm mass bursts out of 555!
555 is free from the worm rot.
Worm that walks hits 555 for (24 deflected), (28 reacted , -4 stam), 84 blight (84 total damage).
555 receives 54 healing from Infusion: Healing.
555 uses Disengage.
555 is moving at extreme speed!
Talent Steady Shot is ready to use.
Talent Fragmentation Shot is ready to use.
Worm that walks casts Epidemic.
555 is afflicted by an epidemic!
555 uses Infusion: Regeneration.
555 starts regenerating health quickly.
555 slows down.
Epidemic from Worm that walks hits 555 for 64 blight damage.
Epidemic from Worm that walks hits 555 for 64 blight damage.
555 the level 16 halfling archer was diseased to death by a worm that walks on level 2 of Old Forest.