











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 1.7.0Donators/Buyers bonus! 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 21 / 65% |
Size | small |
Lifes / Deaths | Killed by 3-headed hydra at level 15 on the 24th Dusk 122nd year of Ascendancy at 20:12 3 / 3Killed by Aletta Soultorn at level 21 on the 62nd Dusk 122nd year of Ascendancy at 06:45 Killed by K2 at level 21 on the 62nd Dusk 122nd year of Ascendancy at 07:34 |
Primary Stats
Strength | 15 (base 13) |
Dexterity | 51 (base 42) |
Constitution | 15 (base 10) |
Magic | 13 (base 10) |
Willpower | 11 (base 10) |
Cunning | 56 (base 50) |
Resources
Life | 453/453 |
Stamina | 142/162 |
Healing Factor | 1.0460311219418 |
Regeneration | 29.48448205287 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 46.46669190158 |
See Invisible | 47.46669190158 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 58 |
Crit Chance | 30% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 58 |
Crit Chance | 28% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +6% |
Light | +12% |
Darkness | +15% |
Blight | +3% |
Physical | +15% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +15% |
Physical | +7% |
Fire | +10% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 17 (49.007671158813%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 10 |
Mental Save | 25 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 7%( 70%) |
Physical | + 3%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 18%( 70%) |
Fire | + 27%( 70%) |
Mind | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 24% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Magic stat. |
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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% 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. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 19.9 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 lost sun paladin from death by forest wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost tinker from death by giant grey rat. Escort: lost tinker (level 2 of Scintillating Caves) | failed |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by poison ivy. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +3 Stealth +11 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid Res.pen +10% darkness +15% acid On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +7% blight +9% mind +3% acid HP.reg +8.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +1 Con dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +15% physical Acc +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +8 Fatigue +3% Resists +6% light +3% physical Blind- +20% Pinning- +10% 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. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +1.0% Res.pen +10% fire Acc +15 (+4 eff.) ----- def ----- Armour +4 Defense +25 (+6 eff.) Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 12 light Dmg.mod +12% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +8 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +5 (+2 eff.) Apr +11 ----- def ----- Resists +10% mind Confus- +24% Amulets make your neck look great! |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego] Nature/Master Power 30.5 - 39.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +28% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Spell.pwr +4 (+3 eff.) Dmg.mod +3% blight Res.pen +15% cold Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +9% mind Mind.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +10 (+3 eff.) Apr +6 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% fire +15% darkness ----- def ----- Defense +8 (+2 eff.) Resists +12% light +27% fire Stealth +9 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 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +12% lightning +16% cold +6% acid Crit.dmg- 10.00% Pinning- +10% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% 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 Willpower 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 36 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 205 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 186 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Wil +2 Cun ----- def ----- Resists +3% acid ---------- misc See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+9 eff.) Spell.save +14 (+12 eff.) Mind.save +13 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +3% mind Mind.save +6 (+3 eff.) Die.at -20.00 life Disarm- +20% Confus- +32% Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+6 eff.) Dmg.mod +3% arcane ----- def ----- Armour +2 Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% physical ----- def ----- Resists +9% acid +24% cold +6% fire Phys.save +9 (+8 eff.) ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Con +7 Wil ----- def ----- Max.HP +45.00 Massive two-handed swords. |
![]() 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. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane/Nature Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +16.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Psionic Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery 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) * Create an explosion dealing 21 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +5% lightning Res.pen +8% lightning Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind 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% On Crit.r2 +20 cold While equipped: Stats +2 Dex +3 Mag +3 Wil +3 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee Ret 8 cold ----- def ----- Resists +6% cold Spell.save +3 (+3 eff.) ---------- misc Infravis +2 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- 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. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: dps ---------- Res.pen +10% nature Melee Ret 4 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +9% blight +7% physical +3% lightning Phys.save +15 (+11 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Res.pen +20% lightning Melee Ret 4 lightning 8 cold ----- def ----- Resists +8% lightning +10% temporal ---------- misc Light +2 Infravis +2 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Cun +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Defense +1 (+0 eff.) Mind.save +3 (+2 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] Master While equipped: Stats +1 Str +1 Mag +2 Wil dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +6% darkness Knockbk- +10% 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 [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +6% blight +9% cold +9% temporal 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 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Silence- +28% Confus- +27% Stun/Frz- +25% Rush: Puts all charms on 21 cooldown Level 3.9 Pwr.cost 21 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Cun +3 Con dps ---------- Mind.crit +2% Res.pen +20% mind ----- def ----- Armour +4 Defense +15 (+3 eff.) Fatigue +3% Resists +9% light ---------- misc Max.stam +10.00 Rush: Puts all charms on 21 cooldown Level 1.3 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Defense +10 (+2 eff.) Resists +6% blight +6% cold +3% nature Mind.save +9 (+5 eff.) HP.reg +4.00 ---------- misc See.Invis +3 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] Nature While equipped: dps ---------- Spell.pwr +5 (+4 eff.) S.pwr/crit +2 Dmg.mod +11% nature ----- def ----- Defense +1 (+0 eff.) Resists +16% nature ---------- misc Mana/turn +0.16 Max.mana +20.00 Max.vim +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+7 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.70 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+10 eff.) Spell.save +12 (+11 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
![]() 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. |
![]() 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 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 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% mind Res.pen +20% cold Melee Ret 4 mind ----- def ----- Poison- +20% Knockbk- +10% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Mind.crit +4% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Res.pen +15% light ---------- misc Equi/ret +0.16 Hate/m.crit +4.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +1% Dmg.mod +3% mind +9% darkness Res.pen +10% mind Apr +5 ---------- misc Psi/ret +0.12 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 3.9 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 172 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By K2 the Halfling Rogue level 20
56th Dusk 122nd year of Ascendancy at 10:29 see stats
By K2 the Halfling Rogue level 21
62nd Dusk 122nd year of Ascendancy at 07:34 see stats
By K2 the Halfling Rogue level 10
1st Summertide 122nd year of Ascendancy at 21:31 see stats
By K2 the Halfling Rogue level 20
55th Dusk 122nd year of Ascendancy at 06:52 see stats
By K2 the Halfling Rogue level 8
8th Mirth 122nd year of Ascendancy at 05:58 see stats
By K2 the Halfling Rogue level 18
40th Dusk 122nd year of Ascendancy at 05:30 see stats
By K2 the Halfling Rogue level 21
56th Dusk 122nd year of Ascendancy at 16:10 see stats
By K2 the Halfling Rogue level 17
34th Dusk 122nd year of Ascendancy at 12:52 see stats
By K2 the Halfling Rogue level 21
62nd Dusk 122nd year of Ascendancy at 07:34 see stats
Log
K2 the level 21 halfling rogue was darkened to death by Aletta Soultorn and offered to her dark Master on level 1 of Dreadfell.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from K2 killed K2!
Saving game...
Resting starts...
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Trained Reactions is ready to use.
K2 activates Trained Reactions.
Talent Leeching Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Crippling Poison is ready to use.
K2 activates Apply Poison.
Talent Stealth is ready to use.
K2 activates Stealth.
Talent Infusion: Movement is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Fool of a Took! (Nightmare (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!