












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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 29 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Yvassra the elven mage at level 25 on the 40th Haze 123rd year of Ascendancy at 20:32 / 1 |
Primary Stats
| Strength | 17 (base 16) |
| Dexterity | 80 (base 55) |
| Constitution | 28 (base 16) |
| Magic | 19 (base 13) |
| Willpower | 24 (base 11) |
| Cunning | 61 (base 45) |
Resources
| Life | 708/718 |
| Stamina | 202/234 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 9.117502013062 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 40.882121981944 |
| See Invisible | 40.882121981944 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 57 |
| Crit Chance | 28% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +8% |
| Lightning | +26% |
| Fire | +30% |
| All | 0% |
Offense: Damage Penetration
| All | +25% |
Defense: Base
| Armour (hardiness) | 41 (88.914983985962%) |
| Defense | 87 |
| Ranged Defense | 90 |
| Fatigue | 1.5825702270645 |
| Physical Save | 30 |
| Spell Save | 23 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 21%( 71%) |
| Blight | + 10%( 71%) |
| Cold | + 17%( 71%) |
| All | + 5%( 71%) |
| Darkness | + 39%( 71%) |
| Light | + 16%( 71%) |
| Temporal | + 16%( 71%) |
| Fire | + 71%( 71%) |
| Mind | + 8%( 71%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 24% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 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 magical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 164 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 17 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Bombardment |
| talent | Pace Yourself |
| beneficial effect | The target stands strong, increasing all resistances by 4.8% and resistance caps by 1.1%. Eternal Warrior |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 328/328 damage before it crumbles. Damage Shield |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Aerariwen the giant lightning ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 45. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. | 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 within9 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 |
Equipment
| On feet | pair of hardened leather boots 'Duvikath' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Wil +2 Cun +9 Lck dps ---------- Spell.pwr +5 (+2 eff.) Melee Ret 6 blight ----- def ----- Armour +3 Resists +3% mind +6% blight Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Stealth +7 A pair of boots made of leather. |
| Quiver | acidic pouch of voratun shots of accuracy (20/21, 52-62 power, 6 apr)3.0 T5 shot ammo [Ego] Arcane/Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +19 Apr +6 Crit +7.0% Capacity 21 On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Lustresorrow'1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +8% light +15% lightning Melee Ret 10 light ----- def ----- Resists +6% fire +8% darkness +6% cold Affinity +5% light Mind.save +6 (+3 eff.) Blind- +20% Poison- +20% ---------- misc Light +9 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 85.67 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+2 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 46.83 fire and 36.03 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On hands | heroic hardened leather gloves of archery (0 def, 5 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +5 Mind.save +8 (+4 eff.) Max.HP +46.00 Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +10 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 On Hit: 10% Battle Shout 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bethebrerin the steel torque of gale force [power 160] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +7 Con dps ---------- Phys.crit +2.0% ----- def ----- Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Beodukath'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +10 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +24% ---------- misc Mana/turn +0.08 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd 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 154% 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! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 23.67 You won the Ring of Blood trial, and this is your reward. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | ranger's cured leather sling of lightning4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +9 lightning While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | hardened leather belt 'Morbusobsidian'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee Ret 2 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% acid +12% light Phys.save +9 (+4 eff.) Spell.save +3 (+2 eff.) Pinning- +10% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Resists +13% darkness +12% temporal Def/telep +16 Res/telep +12% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +8% Resists +5% acid +7% cold HP.reg +2.80 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 258; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 246.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Voidsmash of the Blightspawn0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +4 Mag +3 Wil dps ---------- Mov.spd +12% Acc +17 (+5 eff.) On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 16 * 28% chance to reduce damage dealt by 17% ----- def ----- Defense +7 (+1 eff.) Resists +5% arcane Crit.chn- 10.00% Blind- +20% ---------- misc Infravis +4 See.Stealth +10 See.Invis +11 Blinding Speed: Puts all charms on 33 cooldown Level 4.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Stormvice the dwarven-steel dagger (15-20 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +20 lightning While equipped: Stats +3 Wil dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +12% arcane Res.pen +15% arcane Acc +11 (+3 eff.) Melee Ret 4 lightning ----- def ----- Defense +8 (+1 eff.) Resists +9% lightning Disarm- +20% ---------- misc Mana/turn +0.08 Sharp, short and deadly. |
Emita the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +30 (+13 eff.) Dmg.mod +12% mind ----- def ----- Armour +8 Fatigue +3% Mind.save +12 (+5 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water A cap made of leather. |
marauder's reinforced leather armour of command (24 def, 14 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Master/Psionic While equipped: Stats +4 Str +7 Dex +1 Cun ----- def ----- Armour +14 Defense +24 (+5 eff.) Fatigue +8% Phys.save +13 (+6 eff.) Mind.save +12 (+5 eff.) A suit of armour made of leather. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +23.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 69% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 28/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Tiny Maestro the Halfling Skirmisher level 23
37th Haze 123rd year of Ascendancy at 08:24 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Tiny Maestro the Halfling Skirmisher level 23
36th Haze 123rd year of Ascendancy at 02:40 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tiny Maestro the Halfling Skirmisher level 14
8th Decay 122nd year of Ascendancy at 00:15 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tiny Maestro the Halfling Skirmisher level 19
51st Regrowth 123rd year of Ascendancy at 04:33 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tiny Maestro the Halfling Skirmisher level 25
42nd Haze 123rd year of Ascendancy at 10:53 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tiny Maestro the Halfling Skirmisher level 27
79th Haze 123rd year of Ascendancy at 20:37 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tiny Maestro the Halfling Skirmisher level 10
9th Haze 122nd year of Ascendancy at 09:24 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Tiny Maestro the Halfling Skirmisher level 20
51st Regrowth 123rd year of Ascendancy at 23:45 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Tiny Maestro the Halfling Skirmisher level 20
72nd Regrowth 123rd year of Ascendancy at 21:29 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Tiny Maestro the Halfling Skirmisher level 21
53rd Dusk 123rd year of Ascendancy at 07:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tiny Maestro the Halfling Skirmisher level 12
18th Haze 122nd year of Ascendancy at 07:34 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Tiny Maestro the Halfling Skirmisher level 14
6th Allure 123rd year of Ascendancy at 04:39 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tiny Maestro the Halfling Skirmisher level 21
16th Pyre 123rd year of Ascendancy at 18:49 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tiny Maestro the Halfling Skirmisher level 16
4th Regrowth 123rd year of Ascendancy at 06:19 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Tiny Maestro the Halfling Skirmisher level 25
40th Haze 123rd year of Ascendancy at 20:32 see stats
Log
Tiny Maestro is encased in ice!
Elven cultist hits Tiny Maestro for (33 flat reduction), 76 cold (76 total damage).
Elven cultist casts Timeless.
Elven cultist is no longer pinned.
Elven cultist fumbles and fails to use Soul Rot, injuring himself!
Fumble from Tiny Maestro hits Iceblock for 100 physical damage.
Tiny Maestro uses Kill Shot.
Tiny Maestro casts Rune: Shatter Afflictions.
Tiny Maestro is free from the ice.
A shield forms around Tiny Maestro.
Tiny Maestro uses Noggin Knocker.
Elven cultist is stunned!
Elven cultist starts to bleed.
Bloodcaller hits Tiny Maestro for 2 healing, 2 healing, 2 healing (0 total damage) [6 healing].
Tiny Maestro's Noggin Knocker hits Elven cultist for 70 physical, 11 lightning (81 total damage).
Tiny Maestro's Noggin Knocker hits Elven cultist for 72 physical, 11 lightning (82 total damage).
Tiny Maestro's Noggin Knocker hits Elven cultist for 65 physical, 11 lightning (76 total damage).
Tiny Maestro receives 1 healing from Bloodcaller.
Bleeding from Tiny Maestro hits Elven cultist for 52 physical damage.
Talent Track is ready to use.
Tiny Maestro uses Kill Shot.
Tiny Maestro snipes Elven cultist (+110% weapon bonus for range)!
Tiny Maestro receives 8 healing from Bloodcaller.
Tiny Maestro's Kill Shot hits Elven cultist for 280 physical damage.
Tiny Maestro's Kill Shot killed Elven cultist!
Saving game...
Saving done.















































































