











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 20 / 73% |
Size | small |
Lifes / Deaths | Killed by Lisitha the Guardian at level 20 on the 45th Dusk 122nd year of Ascendancy at 06:31 / 1 |
Primary Stats
Strength | 17 (base 14) |
Dexterity | 56 (base 40) |
Constitution | 22 (base 10) |
Magic | 15 (base 10) |
Willpower | 21 (base 10) |
Cunning | 66 (base 48) |
Resources
Life | -16/556 |
Stamina | 198/236 |
Healing Factor | 1.3224166372473 |
Regeneration | 3.9011290798795 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 7 |
See Stealth | 42.213032150508 |
See Invisible | 42.213032150508 |
Offense: Mainhand
Damage | 20 |
Accuracy | 32 |
Crit Chance | 28% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 46 |
Crit Chance | 29% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Fire | +12% |
Lightning | +29% |
Darkness | +6% |
Temporal | +6% |
Cold | +6% |
Physical | +12% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Cold | +10% |
Temporal | +10% |
Blight | +15% |
Physical | +6% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (38.594633868923%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 16 |
Mental Save | 37 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 10%( 70%) |
Physical | + 23%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 30%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 3%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 13% |
Poison Resistance | 21% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 26% 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% 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 Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 failed to protect the injured seer from death by giant grey rat. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 |
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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. * You've found the needed minotaur nose. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) ----- def ----- Armour +3 Resists +4% physical ---------- misc Stam/turn +0.80 Max.stam +21.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +6% fire Res.pen +20% lightning +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Mind.save +5 (+2 eff.) Max.HP +58.00 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. |
Tool | ![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind +6% fire Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% lightning +3% fire +9% darkness +3% cold Mind.save +8 (+3 eff.) ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +5 Dex dps ---------- Dmg.mod +11% lightning +6% cold Res.pen +10% cold Acc +5 (+2 eff.) Melee Ret 6 nature ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Dmg.mod +12% physical ----- def ----- Armour +6 Resists +13% physical Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Disrupt/Master While equipped: dps ---------- Crit.mult +11.00% Acc +5 (+2 eff.) Apr +10 ----- def ----- Resists +13% nature +10% blight Poison- +21% Disease- +24% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 mind While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 mind 10 darkness Dmg.mod +6% mind +6% darkness ----- def ----- Spell.save +3 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Equi/ret +0.16 Max.psi +12.00 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. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Wil +8 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Max.HP +12.00 Disarm- +13% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +2 Con dps ---------- Phys.pwr +10 (+4 eff.) Apr +6 ----- def ----- Armour +4 Defense +2 (+1 eff.) ---------- misc Max.stam +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 | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% blight +10% temporal Melee Ret 2 blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% acid +6% physical Phys.save +16 (+8 eff.) Max.HP +25.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 126 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.17 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 darkness ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Equi/ret +0.16 Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +2 Cun +5 Mag dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 18 light Ranged+ 11 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +1 Str +3 Wil ----- def ----- Resists +5% arcane ---------- misc Psi/ret +0.08 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Armour +8 Resists +3% acid +3% fire +3% lightning HP.reg +4.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +1 Mag +5 Wil +2 Con dps ---------- Dmg.mod +3% mind Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +32% ---------- misc Light +2 Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Nature Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +9 Str +7 Dex +7 Mag +7 Wil +9 Cun +5 Con ----- def ----- Resists +3% acid +6% fire +5% arcane +6% blight Spell.save +3 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Nature Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +6 Mag +5 Wil +6 Cun +5 Con Massive two-handed swords. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +2% mind +3% darkness ---------- 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. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Cun dps ---------- Res.pen +7% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +2 Dex dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +2 Resists +15% fire Crit.chn- 15.00% Die.at -20.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag +5 Cun +5 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% physical +10% temporal Acc +4 (+1 eff.) Apr +4 ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +1% physical Phys.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +12% lightning Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% mind Spell.save +6 (+5 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +1 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+5 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +3 Dex +1 Mag +2 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Infravis +2 See.Invis +6 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex dps ---------- Crit.mult +15.00% Res.pen +10% physical Apr +3 ----- def ----- Armour +3 Defense +10 (+4 eff.) Phys.save +3 (+1 eff.) Stealth +8 ---------- misc See.Invis +3 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +21% light ----- def ----- Armour +1 Fatigue +1% Resists +3% acid ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +13% acid +18% light ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +19% acid Die.at -40.00 life A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+11 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Ego+] Arcane While equipped: Stats +4 Str +4 Mag +6 Wil dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% lightning +11% light +13% darkness A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +11% light +14% darkness A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Pip the Halfling Rogue level 19
29th Dusk 122nd year of Ascendancy at 12:26 see stats
By Pip the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 21:07 see stats
By Pip the Halfling Rogue level 20
29th Dusk 122nd year of Ascendancy at 23:08 see stats
By Pip the Halfling Rogue level 19
26th Dusk 122nd year of Ascendancy at 17:56 see stats
By Pip the Halfling Rogue level 9
4th Mirth 122nd year of Ascendancy at 10:35 see stats
By Pip the Halfling Rogue level 15
7th Dusk 122nd year of Ascendancy at 05:27 see stats
By Pip the Halfling Rogue level 18
19th Dusk 122nd year of Ascendancy at 05:27 see stats
Log
Pip is afflicted by a rotting disease!
Pip reacts to damage from Lisitha the Guardian, mitigating the blow!.
Lisitha the Guardian hits Pip for (28 reacted , -5 stam), 75 blight (75 total damage).
Bleeding from Pip hits Lisitha the Guardian for (58 absorbed), 0 physical (0 total damage).
Curse of Death from Lisitha the Guardian hits Pip for 43 darkness damage.
Rotting Disease from Lisitha the Guardian hits Pip for 20 blight damage.
Pip picks up (t.): short yew vilestaff (20-24 power, 4 apr, fire element).
You pickup 0.70 gold pieces.
Pip picks up (E.): cashmere wizard hat 'Glimmerquarry' (2 def, 4 armour).
Lisitha the Guardian casts Pacification Hex.
Pip is hexed!
Pip is dazed!
Pip is not dazed anymore.
Curse of Death from Lisitha the Guardian hits Pip for 43 darkness damage.
Rotting Disease from Lisitha the Guardian hits Pip for 20 blight damage.
Pip uses Infusion: Wild.
Pip lessens the pain.
Pip uses Tumble.
Pip uses Infusion: Movement.
Pip is moving at extreme speed!
Pip is no longer evading attacks.
Curse of Death from Lisitha the Guardian hits Pip for 35 darkness damage.
Rotting Disease from Lisitha the Guardian hits Pip for 16 blight damage.
Pip slows down.
Curse of Death from Lisitha the Guardian hits Pip for 35 darkness damage.
Pip the level 20 halfling rogue was darkened to death by Lisitha the Guardian on level 1 of Ruined Dungeon.