











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 | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 22 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Mayareba the sandworm at level 22 on the 58th Dusk 122nd year of Ascendancy at 03:03 / 1 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 74 (base 50) |
| Constitution | 22 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 17 (base 11) |
| Cunning | 60 (base 38) |
Resources
| Life | -194/532 |
| Stamina | 142/180 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 7.9925206200427 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 46.606190251377 |
| See Invisible | 52.606190251377 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 51 |
| Crit Chance | 31% |
| APR | 10 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Light | +6% |
| Fire | +6% |
| Cold | +3% |
| Arcane | +6% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +5% |
| Temporal | +5% |
| Mind | +10% |
| Physical | +41% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.719009130622 (56.026343845506%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 19%( 70%) |
| Darkness | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Silence Resistance | 41% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (4/4)
| 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 physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 3/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +21% Blindside: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Urebers the Charpride (20/20, 28-33 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 27.5 - 33.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 20 Proj.spd +200% Ranged+ +4 light +8 fire On Hit.r1 +12 light On Crit.r2 +4 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Nyvon the Sunblur2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% light ----- def ----- Defense +5 (+1 eff.) Resists +6% light +3% temporal Mind.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Light +6 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Lustrelore the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +7 Dex +2 Con dps ---------- Dmg.mod +6% light Res.pen +15% physical ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness Die.at -80.00 life A cap made of leather. |
| On hands | Turygarach the Obsidianwilter (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +15% darkness +5% temporal Acc +6 (+2 eff.) Apr +6 Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 | ash totem of stinging 'Furnacewinter' [power 170] (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +6% fire Apr +1 Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Belyfang'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Apr +1 ----- def ----- Resists +6% darkness +6% temporal +5% arcane +3% light Phys.save +10 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | pixie's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +27% Rings make your fingers look great! |
| Around neck | gold amulet 'Branivon'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Mag +6 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Defense +25 (+6 eff.) Fatigue -6% Resists +9% blight HP.reg +3.00 Silence- +20% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
| In main hand | swiftstrike hardened leather sling4.0 T3 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Tuludeyon the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +5 (+2 eff.) Res.pen +10% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +2% physical Spell.save +7 (+4 eff.) ---------- misc Stam/turn +2.00 See.Invis +6 Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Boltwild' (0 def, 6 armour, 33-40 power, 82 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +12 fire On Hit.r1 +8 lightning On Hit: * 12% chance to reduce armor by 22% While equipped: Stats +1 Str dps ---------- Melee+ 7 acid Dmg.mod +6% arcane Melee Ret 6 acid 9 fire ----- def ----- Armour +6 Fatigue +8% Resists +36% lightning +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Korichik the Raindredge (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +1 Mag dps ---------- Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 35.14 to 43.92 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 52; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 52 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 272; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- 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." |
copper ring 'Ivirimina'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +5 (+1 eff.) Resists +3% light +22% cold Phys.save +9 (+4 eff.) Silence- +10% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
steel ring 'Gleambrawn' =3 MAG RING=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Res.pen +15% light Acc +9 (+3 eff.) Apr +9 Melee Ret 2 light ----- def ----- Defense +8 (+2 eff.) Resists +9% blight Spell.save +6 (+3 eff.) Blind- +27% ---------- misc Infravis +4 See.Stealth +7 See.Invis +8 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 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! |
Umbral Razor (25-32 power, 10 apr) =4 MAG 1H=1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 62.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced ash longbow of piercing =8 MAG 2H=4.0 T2 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +6 Dex +8 Mag +8 Wil +6 Cun +5 Con dps ---------- Res.pen +8% all Acc +11 (+4 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel mace of persecution (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Disrupt Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +5% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
Deepssaw4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +16 darkness +8 fire While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% darkness Acc +7 (+3 eff.) On Hit (Ranged): * 20% chance to reduce armor by 22% ----- def ----- Resists +12% acid Slings are used to hurl stones or metal shots at your foes. |
Offalsmasher the rough leather belt =2 MAG BELT=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +12% nature ----- def ----- Armour +2 Mind.save +9 (+5 eff.) Die.at -20.00 life Max.HP +31.00 A belt that goes around your waist. |
grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +8% temporal A belt that goes around your waist. |
spiritwalker's rough leather belt =4 MAG BELT=1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.11 Max.mana +27.00 A belt that goes around your waist. |
Vestments of the Conclave (0 def, 0 armour) =6 MAG CHEST=2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
stormwoven woollen robe (0 def, 0 armour) =5 MAG CHEST=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +8% physical +5% cold ----- def ----- Resists +7% lightning +5% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
restful hardened leather gloves of spellstriking (0 def, 2 armour) =5 MAG GLOVES=1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +21.00 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. |
sand dwarven-steel gauntlets of dexterity (+3) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +13 (+5 eff.) ----- def ----- Armour +8 Fatigue +3% 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. |
rough leather cap 'Kindlevice' (20 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Phys.pwr +10 (+4 eff.) ----- def ----- Armour +1 Defense +20 (+5 eff.) Fatigue +1% Resists +3% blight Blind- +10% A cap made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.53 to 124.58 lightning damage (83.05 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Erelylathahor the steel shield (15 def, 4 armour, 17-20 power, 60.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +60 On Crit.r2 +20 acid While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Armour +4 Defense +15 (+4 eff.) Fatigue +8% Resists +19% fire +5% arcane +1% physical ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
225 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern 'Singewar' =2 MAG LITE=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +2 Mag dps ---------- Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Resists +3% fire Crit.chn- 10.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
Prox's Lucky Halfling Foot =BROTHER NO=2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
pouch of dwarven-steel shots of corruption (19/19, 30-36 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 On Hit: 20% Curse of Vulnerability 3 Shots are used with slings to pummel your foes to death. |
iron torque of gale force 'Quenchwedge' [power 100] (13 cooldown) =3 MAG TOOL=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Puts all charms on 13 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SlinginMoo the Halfling Skirmisher level 20
38th Dusk 122nd year of Ascendancy at 16:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By SlinginMoo the Halfling Skirmisher level 21
57th Dusk 122nd year of Ascendancy at 12:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SlinginMoo the Halfling Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 23:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SlinginMoo the Halfling Skirmisher level 20
21st Dusk 122nd year of Ascendancy at 20:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SlinginMoo the Halfling Skirmisher level 7
3rd Mirth 122nd year of Ascendancy at 00:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SlinginMoo the Halfling Skirmisher level 7
1st Mirth 122nd year of Ascendancy at 13:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By SlinginMoo the Halfling Skirmisher level 21
57th Dusk 122nd year of Ascendancy at 05:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SlinginMoo the Halfling Skirmisher level 14
8th Dusk 122nd year of Ascendancy at 23:02 see stats
Log
Mayareba the sandworm hits SlinginMoo for (21 flat reduction), (47 reacted , -4 stam), 138 mind (138 total damage).
The unstable sand tunnel collapses!
Mayareba the sandworm converts some damage to Psi!
Deep Wound from SlinginMoo hits Mayareba the sandworm for 20 to psi, 26 physical (46 total damage).
Mayareba the sandworm uses Slumber.
SlinginMoo is in a deep sleep.
Mayareba the sandworm's deep wound closes.
SlinginMoo is suffering from insomnia.
Mayareba the sandworm uses Mind Sear.
Mayareba the sandworm's mind surges with critical power!
SlinginMoo reacts to damage from Mayareba the sandworm, mitigating the blow!.
Mayareba the sandworm hits SlinginMoo for (21 flat reduction), (67 reacted , -4 stam), 199 mind (199 total damage).
SlinginMoo is no longer sleeping.
SlinginMoo had a restless night.
Restless Night from Mayareba the sandworm hits SlinginMoo for (21 flat reduction), 1 mind (1 total damage).
Mayareba the sandworm uses Sunder Mind.
Mayareba the sandworm hits SlinginMoo for (21 flat reduction), 38 mind (38 total damage).
SlinginMoo is no longer suffering from insomnia.
Restless Night from Mayareba the sandworm hits SlinginMoo for (21 flat reduction), 1 mind (1 total damage).
Mayareba the sandworm uses Mind Sear.
SlinginMoo reacts to damage from Mayareba the sandworm, mitigating the blow!.
Mayareba the sandworm hits SlinginMoo for (21 flat reduction), (46 reacted , -4 stam), 135 mind (135 total damage).
Mayareba the sandworm uses Psychic Lobotomy.
SlinginMoo higher mental functions have been imparied.
Mayareba the sandworm hits SlinginMoo for (21 flat reduction), 58 mind (58 total damage).
SlinginMoo the level 22 halfling skirmisher was mentally tortured to death by Mayareba the sandworm on level 4 of Sandworm lair.



































































































