Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.2This 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 Forbidden Cults 1.7.0Official 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 | 16 / 74% |
Size | small |
Lifes / Deaths | Killed by Bethomira the Thug at level 16 on the 2nd Decay 122nd year of Ascendancy at 06:30 / 1 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 47 (base 31) |
Constitution | 19 (base 10) |
Magic | 15 (base 10) |
Willpower | 30 (base 11) |
Cunning | 47 (base 42) |
Resources
Life | -15/508 |
Stamina | 104/224 |
Healing Factor | 1.0791723257555 |
Regeneration | 17.81666628693 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +101% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 43.659795546394 |
See Invisible | 57.659795546394 |
Offense: Mainhand
Damage | 49 |
Accuracy | 50 |
Crit Chance | 19% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Cold | +20% |
Physical | +6% |
Light | +14% |
All | 0% |
Offense: Damage Penetration
Fire | +11% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 13 (67.155997060385%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 29 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 11%( 70%) |
Physical | + 7%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Lightning | + 24%( 70%) |
Light | + 3%( 70%) |
Temporal | + 5%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. 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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Layona the Pyreumbra (0 def, 1 armour) Layona the Pyreumbra (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +1 Resists +6% lightning +5% temporal +2% physical HP.reg +4.00 Disease- +10% A pair of boots made of leather. |
Quiver | Glowvengeance the pouch of iron shots (5/18, 109% power, 1 apr) Glowvengeance the pouch of iron shots (5/18, 109% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 109% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +6 nature +4 light On Hit.r1 +8 light On Crit.r2 +4 cold Shots are used with slings to pummel your foes to death. |
Light source | Emeluldalaith the brass lantern Emeluldalaith the brass lantern2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% acid +9% nature +3% light Mind.save +7 (+4 eff.) ---------- misc Light +3 See.Stealth +7 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 | eldritch linen wizard hat of frost (+16%) (1 def, 0 armour) eldritch linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold ---------- misc Mana/turn +0.70 Mana/ret +0.70 Max.mana +48.00 Manaflow: Puts all charms on 33 cooldown Level 2.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Gleamserpent the hardened leather gloves (0 def, 5 armour) Gleamserpent the hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light Acc +13 (+4 eff.) ----- def ----- Armour +5 Mind.save +5 (+3 eff.) Max.HP +49.00 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +17.00 See.Invis +15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 50 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | savage's copper ring of luminosity savage's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con +1 Mag dps ---------- Melee+ 14 light Ranged+ 11 light Dmg.mod +11% light ----- def ----- Spell.save +11 (+6 eff.) Disease- +15% ---------- misc Max.stam +12.00 Rings make your fingers look great! It was changed by the digestive sack. |
On fingers | conjurer's copper ring of pilfering conjurer's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) 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! |
Around neck | warmaker's copper amulet warmaker's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +5 Dex +4 Wil Amulets make your neck look great! |
In main hand | blazebringer's rough leather sling of enduring blazebringer's rough leather sling of enduring4.0 T1 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Crit.r2 +12 fire While equipped: Stats +6 Con +6 Wil dps ---------- All.spd +1% Res.pen +6% fire ----- def ----- Max.HP +20.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Frosttaint Frosttaint1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% mind Melee Ret 8 acid ----- def ----- Max.HP +34.00 A belt that goes around your waist. |
In off hand | Airshaper (0 def, 2 armour, 97% power, 22 block) Airshaper (0 def, 2 armour, 97% power, 22 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +4 cold On Hit.r1 +4 mind On Crit.r2 +12 mind While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Fatigue +8% Resists +11% blight +10% nature +3% lightning ---------- misc Equi/ret +0.16 Hate/m.crit +1.00 Talents +1 Block Handheld deflection devices. |
Cloak | Mayerialaith the linen cloak (1 def, 0 armour) Mayerialaith the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun +2 Str dps ---------- Phys.crit +2.0% Acc +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 15.00% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating rough leather armour of lightning resistance (3 def, 2 armour) rejuvenating rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 86; cd 15) healing infusion of the titan (heal 86; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 169; 14 cd) regeneration infusion (heal 169; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 169 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wizard's copper ring of power wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
marksman's gold ring of light (+26%) marksman's gold ring of light (+26%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +13% light Acc +4 (+1 eff.) ----- def ----- Resists +26% light Rings make your fingers look great! |
savior's gold ring of corrosion (+24%) savior's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
savior's gold ring of power savior's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
Eclipse (117% power, 4 apr, darkness element) Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash starstaff of protection (111% power, 3 apr, light element) ash starstaff of protection (111% power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ----- def ----- Resists +8% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing steel longsword of daylight (107% power, 3 apr) arcing steel longsword of daylight (107% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 light Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage Sharp, long, and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental steel dagger (104% power, 6 apr) elemental steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 36 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +9% cold Sharp, short and deadly. |
balanced dwarven-steel dagger of amnesia (118% power, 7 apr) balanced dwarven-steel dagger of amnesia (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +25% Sharp, short and deadly. |
chilling dwarven-steel dagger (116% power, 7 apr) chilling dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 cold Sharp, short and deadly. |
hateful dwarven-steel dagger of projection (120% power, 7 apr) hateful dwarven-steel dagger of projection (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
vined mindstar of frost (87% power, 18 apr, nature damage) vined mindstar of frost (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 cold Dmg.mod +6% cold Res.pen +10% cold ----- def ----- Armour +7 Resists +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of venom (81% power, 18 apr, mind damage) vined mindstar of venom (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 acid Dmg.mod +7% acid Res.pen +8% acid ----- def ----- Resists +5% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady ash longbow of fire steady ash longbow of fire4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% fire Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
mage-hunter's cured leather sling of piercing mage-hunter's cured leather sling of piercing4.0 T2 sling 1H weapon [Ego++] Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +8% all Acc +5 (+1 eff.) Apr +5 On Hit (Ranged): * 5 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots of accuracy (6/15, 122% power, 2 apr) pouch of steel shots of accuracy (6/15, 122% power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 15 Shots are used with slings to pummel your foes to death. |
coruscating steel shield (0 def, 4 armour, 109% power, 39.5 block) coruscating steel shield (0 def, 4 armour, 109% power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 fire While equipped: Stats +2 Str dps ---------- Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of the stars (0 def, 5 armour, 110% power, 64 block) reinforced steel shield of the stars (0 def, 5 armour, 110% power, 64 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 Melee+ +12 light +10 darkness While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +13% light +12% darkness ----- def ----- Armour +5 Fatigue +8% Resists +11% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)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. |
woollen robe 'Alydunakor' (0 def, 0 armour) woollen robe 'Alydunakor' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +6% Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% arcane +5% temporal Res.pen +10% acid ----- def ----- Resists +9% all Spell.save +33 (+15 eff.) Mind.save +3 (+2 eff.) ---------- misc Max.mana +27.00 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing cured leather armour of stability (6 def, 4 armour) searing cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 10 fire Melee Ret 11 acid 9 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% acid +12% fire +5% physical Phys.save +10 (+5 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of the deep (6 def, 6 armour) troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +7% cold Max.HP +36.00 HP.reg +4.80 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
enlightening hardened leather armour of cold resistance (9 def, 6 armour) enlightening hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% cold Mind.save +14 (+7 eff.) A suit of armour made of leather. |
Unlighthunter Unlighthunter1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +3% light +6% cold A belt that goes around your waist. |
Vipermight (1 def, 0 armour) Vipermight (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +3% darkness Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.81 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. |
polar rough leather gloves of strength (+3) (0 def, 1 armour) polar rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% cold 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. |
temporal rough leather gloves of dexterity (+2) (0 def, 1 armour) temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% temporal 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. |
grounding linen wizard hat of fire (+5%) (1 def, 0 armour) grounding linen wizard hat of fire (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +16% fire +6% temporal A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.63 to 88.88 lightning damage (59.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
5 agate 5 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. |
6 spinel 6 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. |
9 ametrine 9 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. |
6 citrine 6 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. |
6 zircon 6 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. |
5 aquamarine 5 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. |
6 opal 6 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. |
2 topaz 2 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. |
amethyst 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. |
Crystal Focus 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. |
232 alchemist agate 232 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. |
Taintnight the iron pickaxe (dig speed 37 turns) Taintnight the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind ----- def ----- Fatigue -5% Mind.save +9 (+5 eff.) ---------- misc Hate/m.crit +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Urthondil the iron pickaxe (dig speed 38 turns) Urthondil the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) Max.HP +20.00 Heal.mod +15% Silence- +10% Confus- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (2/2) 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Svodo the Halfling Skirmisher level 12
45th Dusk 122nd year of Ascendancy at 18:29 see stats
By Svodo the Halfling Skirmisher level 10
5th Flare 122nd year of Ascendancy at 13:48 see stats
By Svodo the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 19:40 see stats
By Svodo the Halfling Skirmisher level 9
2nd Summertide 122nd year of Ascendancy at 06:18 see stats
Log
Your Disengage was partially blocked.
Svodo is moving at extreme speed!
Yvavena the Guard feels pain again.
Touch of Death from Bethomira the Thug hits Svodo for (12 flat reduction), 32 physical (32 total damage).
Bleeding from Svodo hits Yvavena the Guard for 1 physical damage.
Deadly Poison from Svodo hits Yvavena the Guard for 5 nature damage.
Talent Swift Shot is ready to use.
Talent Disengage is ready to use.
Talent Noggin Knocker is ready to use.
Touch of Death from Bethomira the Thug hits Svodo for (12 flat reduction), 45 physical (45 total damage).
Svodo uses Bash and Smash.
Svodo slows down.
Svodo hits Assassin for 18 physical, 4 cold, 12 light, 2 mind (35 total damage).
Svodo's Bash and Smash hits Assassin for (6 parried), 62 physical, 3 nature, 9 light, 5 light (78 total damage).
Touch of Death from Bethomira the Thug hits Svodo for (12 flat reduction), 62 physical (62 total damage).
Svodo uses Venomous Strike.
Assassin is poisoned!
Assassin slows down.
Svodo's Venomous Strike hits Assassin for 40 nature, 3 nature, 9 light, 5 light (56 total damage).
Assassin deactivates Stealth.
Assassin misses Svodo.
Assassin misses Svodo.
Svodo tries to evade attacks.
Svodo overcomes the touch of death.
Touch of Death from Bethomira the Thug hits Svodo for (12 flat reduction), 84 physical (84 total damage).
Poison from Svodo hits Assassin for 11 nature damage.
Svodo the level 16 halfling skirmisher was cleaved to death by Bethomira the Thug on level 1 of bandit fortress.