Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Skirmisher |
Level / Exp | 21 / 22% |
Size | medium |
Lifes / Deaths | Killed by Shardskin at level 21 on the 38th Regrowth 123rd year of Ascendancy at 20:54 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 60 (base 42) |
Constitution | 25 (base 22) |
Magic | 12 (base 10) |
Willpower | 15 (base 11) |
Cunning | 53 (base 41) |
Resources
Life | -89/543 |
Stamina | 174/184 |
Healing Factor | 1.2445178243369 |
Regeneration | 14.623084435958 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 82 |
Accuracy | 65 |
Crit Chance | 24% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Darkness | +11% |
Mind | +11% |
Lightning | +11% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Defense: Base
Armour (hardiness) | 49 (88.914983985962%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 19 |
Mental Save | 30 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 21%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Darkness | + 22%( 70%) |
Temporal | + 10%( 70%) |
Mind | + 3%( 70%) |
Fire | + 6%( 70%) |
Lightning | + 28%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 failed to protect the injured seer from death by shivgoroth. Escort: injured seer (level 3 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Layuldasena the cold drake hatchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)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 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 ritch stinger. Keep as much venom in it as possible.' * '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 chunk of ghoul flesh. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | barbed pouch of steel shots of amnesia (18/18, 25-30 power, 2 apr) barbed pouch of steel shots of amnesia (18/18, 25-30 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 25.0 - 30.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Galeumbra the brass lantern Galeumbra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Melee Ret 2 lightning ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +3% mind Spell.save +6 (+3 eff.) Knockbk- +20% ---------- misc Light +3 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 | drakeskin leather cap of might (0 def, 5 armour) drakeskin leather cap of might (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
On hands | restful hardened leather gloves of dexterity (+4) (0 def, 2 armour) restful hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +12.00 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 | iron pickaxe 'Arthilatharin' (dig speed 29 turns) iron pickaxe 'Arthilatharin' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Acc +4 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | wizard's copper ring of darkness (+22%) wizard's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | marksman's steel ring of lightning (+22%) marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+1 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Gleamonslaught the cured leather sling Gleamonslaught the cured leather sling4.0 T2 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: dps ---------- Dmg.mod +10% fire Melee Ret 6 light ----- def ----- Resists +9% blight Die.at -60.00 life HP.reg +4.00 Knockbk- +20% Slings are used to hurl stones or metal shots at your foes. |
Around waist | rough leather belt 'Skyimmortal' rough leather belt 'Skyimmortal'1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.crit +1% Dmg.mod +6% acid +3% mind Res.pen +15% mind Melee Ret 4 lightning ----- def ----- Resists +6% acid +6% fire +6% lightning +6% cold A belt that goes around your waist. |
In off hand | Aerirerain (10 def, 10 armour, 16-19 power, 82.5 block) Aerirerain (10 def, 10 armour, 16-19 power, 82.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +82 Melee+ +8 blight While equipped: Stats +2 Str dps ---------- On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +8% Resists +12% blight +10% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | troll-hide hardened leather armour of command (16 def, 10 armour) troll-hide hardened leather armour of command (16 def, 10 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +10 Defense +16 (+4 eff.) Fatigue +8% Mind.save +12 (+6 eff.) Max.HP +50.00 HP.reg +4.50 Heal.mod +12% A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; blight, fire, physical, temporal) Prismatic Rune (6 turns; blight, fire, physical, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 fire, 3 physical, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 11; cd 18) blink rune (range 4; phase 11; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 35; cd 21) shatter afflictions rune (absorb 35; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 35 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 263; dur 3; cd 17) shielding rune of the duelist (absorb 263; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 263 damage for 3 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. |
shielding rune of the sneak (absorb 257; dur 3; cd 17) shielding rune of the sneak (absorb 257; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 257 damage for 3 turns. 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. |
shielding rune of the sneak (absorb 233; dur 3; cd 16) shielding rune of the sneak (absorb 233; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 233 damage for 3 turns. 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. |
teleportation rune of the duelist (range 95; cd 14) teleportation rune of the duelist (range 95; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. 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. |
teleportation rune of the duelist (range 81; cd 11) teleportation rune of the duelist (range 81; cd 11)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. 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. |
grounding steel amulet grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +25% Amulets make your neck look great! |
steel amulet of magic (+4) steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
Silyssra the Blazesteel Silyssra the Blazesteel0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% light Apr +4 ----- def ----- Armour +6 Die.at -40.00 life Rings make your fingers look great! |
marksman's copper ring of frost (+22%) marksman's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+1 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
marksman's steel ring of time (+11%) marksman's steel ring of time (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% temporal Acc +6 (+1 eff.) ----- def ----- Resists +11% temporal Rings make your fingers look great! |
steady rough leather sling steady rough leather sling4.0 T1 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Griniramnir the Flashwinter (14-20 power, 3 apr) Griniramnir the Flashwinter (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature +20 light While equipped: Stats +2 Cun +7 Con dps ---------- Dmg.mod +6% light Melee Ret 4 light One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Durarig' rough leather belt 'Durarig'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +9% nature Die.at -60.00 life Heal.mod +5% A belt that goes around your waist. |
rough leather belt 'Shivermark' rough leather belt 'Shivermark'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% lightning +12% cold Max.HP +32.00 HP.reg +4.00 A belt that goes around your waist. |
Suntouch (1 def, 0 armour) Suntouch (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Wil +1 Cun dps ---------- Mind.crit +1% Dmg.mod +9% acid +6% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% light Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Turukor (1 def, 0 armour) Turukor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil dps ---------- Mind.crit +3% Crit.mult +5.00% Dmg.mod +3% blight Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Sparktitan' (2 def, 0 armour) cashmere cloak 'Sparktitan' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning +9% nature Res.pen +15% nature Melee Ret 2 fire ----- def ----- Defense +2 (+0 eff.) Resists +6% fire Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of blight (+12%) (0 def, 0 armour) woollen robe of blight (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Islotira' (10 def, 13 armour) pair of rough leather boots 'Islotira' (10 def, 13 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +3 Mag +2 Wil dps ---------- Apr +2 ----- def ----- Armour +13 Defense +10 (+2 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
Hailraider the rough leather cap (0 def, 1 armour) Hailraider the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Melee Ret 4 temporal ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Phys.save +6 (+5 eff.) Die.at -40.00 life A cap made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% HP.reg +2.70 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Lightningquencher the quiver of elm arrows (23/23, 14-19 power, 5 apr) Lightningquencher the quiver of elm arrows (23/23, 14-19 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 23 Ranged+ +9 temporal +16 mind On Hit.r1 +20 lightning On Crit.r2 +4 mind On Hit: * 11% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 20 Arrows are used with bows to pierce your foes to death. |
8 agate 8 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. |
204 alchemist agate 204 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
10 opal 10 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. |
11 topaz 11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 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. |
12 spinel 12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
brass lantern 'Searraptor' brass lantern 'Searraptor'2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% blight +11% fire +3% mind Mind.save +3 (+2 eff.) Silence- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Heatwyrd (15/15, 16-19 power, 1 apr) Heatwyrd (15/15, 16-19 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Proj.spd +200% Ranged+ +8 darkness On Crit.r2 +20 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage Shots are used with slings to pummel your foes to death. |
slimey pouch of dwarven-steel shots of accuracy (11/18, 32-38 power, 3 apr) slimey pouch of dwarven-steel shots of accuracy (11/18, 32-38 power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt/Master Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 18 On Hit: * 10% chance to slow global speed by 46% Shots are used with slings to pummel your foes to death. |
6 amethyst 6 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. |
7 ametrine 7 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. |
5 citrine 5 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. |
Achievements
By Irritant the Skeleton Skirmisher level 16
7th Decay 122nd year of Ascendancy at 02:51 see stats
By Irritant the Skeleton Skirmisher level 18
25th Regrowth 123rd year of Ascendancy at 04:27 see stats
By Irritant the Skeleton Skirmisher level 21
38th Regrowth 123rd year of Ascendancy at 06:36 see stats
By Irritant the Skeleton Skirmisher level 10
37th Dusk 122nd year of Ascendancy at 15:50 see stats
By Irritant the Skeleton Skirmisher level 20
27th Regrowth 123rd year of Ascendancy at 22:22 see stats
By Irritant the Skeleton Skirmisher level 9
36th Dusk 122nd year of Ascendancy at 11:32 see stats
By Irritant the Skeleton Skirmisher level 11
50th Dusk 122nd year of Ascendancy at 23:15 see stats
By Irritant the Skeleton Skirmisher level 16
78th Haze 122nd year of Ascendancy at 19:01 see stats
Log
Bleeding from Irritant hits Ivomina the giant carpenter ant for 7 physical damage.
Shardskin uses Stunning Blow.
Shardskin misses Irritant.
Shardskin misses Irritant.
Ivomina the giant carpenter ant shoves Something aside.
Forest wight's glacial vapour area effect hits Forest wight for 5 cold damage.
Forest wight's glacial vapour area effect hits Irritant for 26 cold damage.
Forest wight's glacial vapour area effect hits Shardskin for 24 cold damage.
Shardskin's firestorm hits Irritant for 70 fire damage.
Talent Dig is ready to use.
Talent Bone Armour is ready to use.
Talent Kneecapper is ready to use.
Forest wight casts Lightning.
Forest wight hits Irritant for 73 lightning damage.
Forest wight hits Shardskin for 92 lightning damage.
Shardskin uses Ice Claw.
Irritant cleverly deflects the attack with his shield!
Irritant repels an attack from Shardskin.
Irritant is confused and fails to use Bone Armour.
Forest wight's glacial vapour area effect hits Forest wight for 5 cold damage.
Forest wight's glacial vapour area effect hits Irritant for 26 cold damage.
Forest wight's glacial vapour area effect hits Shardskin for 24 cold damage.
Shardskin's firestorm hits Irritant for 71 fire damage.
Shardskin casts Blood Spray.
Forest wight's glacial vapour area effect hits Forest wight for 5 cold damage.
Forest wight's glacial vapour area effect hits Shardskin for 24 cold damage.
Forest wight's glacial vapour area effect hits Black bear for 22 cold damage.
Shardskin hits Irritant for 59 blight damage.
Irritant the level 21 skeleton skirmisher was plagued to death by Shardskin and integrated into the crystaline structure on level 4 of Old Forest.