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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 21 / 6% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 17 (base 16) |
Constitution | 21 (base 13) |
Magic | 8 (base 10) |
Willpower | 67 (base 40) |
Cunning | 55 (base 40) |
Resources
Life | 519/519 |
Equilibrium | 58 |
Healing Factor | 1.1448044672221 |
Regeneration | 8.2998323873603 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 42 |
Accuracy | 40 |
Crit Chance | 20% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 40 |
Crit Chance | 16% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Light | +15% |
Fire | +12% |
Mind | +6% |
Physical | +15% |
Cold | +11% |
Nature | +28% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +10% |
Nature | +55% |
Defense: Base
Armour (hardiness) | 23 (35.65183292883%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 2 |
Physical Save | 24 |
Spell Save | 32 |
Mental Save | 44 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 36%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | 0%( 70%) |
Temporal | + 37%( 70%) |
Fire | + 9%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 70% |
Knockback Resistance | 31% |
Stun Resistance | 52% |
Pinning Resistance | 22% |
Poison Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 11. | 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | pair of dwarven-steel boots 'Coalmalice' (0 def, 4 armour) pair of dwarven-steel boots 'Coalmalice' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +4 Wil +3 Con dps ---------- Dmg.mod +6% mind Res.pen +10% darkness ----- def ----- Armour +4 Fatigue +3% Crit.chn- 5.00% ---------- misc Max.hate +6.00 Infravis +3 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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. |
Light source | Samodan the Blizzardquench Samodan the Blizzardquench2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +9% fire +5% arcane +3% cold Mind.save +6 (+2 eff.) Stun/Frz- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Durymasin the hardened leather cap (10 def, 3 armour) Durymasin the hardened leather cap (10 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +3% Resists +6% acid +15% temporal Mind.save +3 (+1 eff.) Max.HP +20.00 HP.reg +4.00 Knockbk- +10% ---------- misc Stam/ret +1.30 Equi/ret +1.10 A cap made of leather. |
On hands | Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | Hanodin the Blastjeer [power 105] (15 cooldown) Hanodin the Blastjeer [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% temporal Heal.mod +5% Silence- +20% Stun/Frz- +20% Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | Scumraze Scumraze0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +11% cold Res.pen +15% nature ----- def ----- Resists +22% cold ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
Around neck | copper amulet 'Lustrestalker' copper amulet 'Lustrestalker'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +9% nature +11% temporal HP.reg +2.00 Cut- +10% Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
In main hand | Serpent's Glare (7-8 power, 18 apr, nature damage) Serpent's Glare (7-8 power, 18 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 7.0 - 7.7 Nature Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | hardened leather belt 'Gleamsting' hardened leather belt 'Gleamsting'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +12% fire Res.pen +25% nature +10% fire ----- def ----- Resists +8% lightning +8% temporal ---------- misc Light +2 A belt that goes around your waist. |
In off hand | nature's vined mindstar of balance (4-5 power, 22 apr, nature damage) nature's vined mindstar of balance (4-5 power, 22 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.5 - 5.0 Nature Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +22 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+0 eff.) Disease- +11% ---------- misc Equi/ret +0.60 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. |
Cloak | Lisarelaith the linen cloak (1 def, 6 armour) Lisarelaith the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +1% Mind.pwr +20 (+6 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Daimokath' (8 def, 2 armour) rough leather armour 'Daimokath' (8 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +4 Cun +2 Con dps ---------- Dmg.mod +15% physical ----- def ----- Armour +2 Defense +8 (+4 eff.) Fatigue +6% Phys.save +3 (+1 eff.) Mind.save +11 (+3 eff.) ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
Inventory
movement infusion of the sneak (speed 565%; cd 9) movement infusion of the sneak (speed 565%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 565% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 16; cd 16) blink rune (range 4; phase 16; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 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 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
hateful dwarven-steel dagger (20-25 power, 7 apr) hateful dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Psionic Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living Sharp, short and deadly. |
truestriking steel dagger of evisceration (10-14 power, 6 apr) truestriking steel dagger of evisceration (10-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) Res.pen +5% physical Acc +7 (+7 eff.) Apr +7 Sharp, short and deadly. |
elemental dwarven-steel greatmaul (40-60 power, 2 apr) elemental dwarven-steel greatmaul (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +12% acid Res.pen +7% acid Massive two-handed mauls. |
voratun greatmaul 'Darkcutter' (80-121 power, 4 apr) voratun greatmaul 'Darkcutter' (80-121 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master Power 80.5 - 120.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 27% * Create an explosion dealing 15 acid damage (1/turn) While equipped: Stats +14 Str +14 Dex +12 Mag +12 Wil +9 Cun +16 Con dps ---------- Dmg.mod +29% acid +3% darkness Res.pen +38% acid +15% darkness Melee Ret 6 acid Massive two-handed mauls. |
dwarven-steel longsword (22-31 power, 4 apr) dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
hateful dwarven-steel longsword (21-29 power, 4 apr) hateful dwarven-steel longsword (21-29 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Psionic Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living Sharp, long, and deadly. |
hateful dwarven-steel longsword (24-33 power, 4 apr) hateful dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Psionic Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, long, and deadly. |
steel longsword of massacre (19-27 power, 3 apr) steel longsword of massacre (19-27 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
manaburning dwarven-steel mace of crippling (27-38 power, 4 apr) manaburning dwarven-steel mace of crippling (27-38 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Disrupt/Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 12 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
surging yew starstaff of might (20-24 power, 4 apr, physical element) surging yew starstaff of might (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+4 eff.) S.pwr/crit +8 Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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. |
Blastbliss (0 def, 0 armour) Blastbliss (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% cold Res.pen +25% acid +5% lightning On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Resists +3% acid +25% cold +12% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour) cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +8% physical +8% fire +7% cold ----- def ----- Resists +12% acid +12% physical +12% fire +10% cold +11% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of protection (2 def, 3 armour) verdant cashmere robe of protection (2 def, 3 armour)2.0 T3 cloth armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% all Phys.save +18 (+9 eff.) Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour) wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +1 Cun +2 Con dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+6 eff.) Mind.save +16 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arirek the dwarven-steel gauntlets (0 def, 2 armour) Arirek the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+3 eff.) Acc +8 (+8 eff.) On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +9% temporal Mind.save +3 (+1 eff.) Die.at -40.00 life Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying cashmere wizard hat of nature (+18%) (2 def, 0 armour) clarifying cashmere wizard hat of nature (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+1 eff.) Resists +18% nature Mind.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
rejuvenating steel mail armour of clarity (2 def, 6 armour) rejuvenating steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+4 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
steel mail armour of implacability (2 def, 11 armour) steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Phys.save +5 (+2 eff.) A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 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. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour) cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +11% blight +17% cold +13% nature A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour) cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
duelist's hardened leather armour of Toknor (12 def, 8 armour) duelist's hardened leather armour of Toknor (12 def, 8 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
rejuvenating hardened leather armour of command (17 def, 11 armour) rejuvenating hardened leather armour of command (17 def, 11 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +17 (+8 eff.) Fatigue +8% Mind.save +13 (+4 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
dwarven-steel shield of resistance (0 def, 6 armour, 74 block) dwarven-steel shield of resistance (0 def, 6 armour, 74 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +6% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
10 agate 10 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. |
70 alchemist agate 70 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. |
aquamarine 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.0 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. |
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. |
ash totem of stinging [power 182] (15 cooldown) ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 233 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
11 citrine 11 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. |
9 zircon 9 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 c; the Dwarf Oozemancer level 20
19th Wealth 122nd year of Ascendancy at 16:02 see stats
By c; the Dwarf Oozemancer level 17
7th Wealth 122nd year of Ascendancy at 19:47 see stats
By c; the Dwarf Oozemancer level 9
25th Voratun 122nd year of Ascendancy at 00:54 see stats
By c; the Dwarf Oozemancer level 20
18th Wealth 122nd year of Ascendancy at 09:50 see stats
By c; the Dwarf Oozemancer level 20
19th Wealth 122nd year of Ascendancy at 16:27 see stats
By c; the Dwarf Oozemancer level 10
3rd Profit 122nd year of Ascendancy at 15:21 see stats
By c; the Dwarf Oozemancer level 20
18th Wealth 122nd year of Ascendancy at 04:29 see stats
By c; the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 05:45 see stats
By c; the Dwarf Oozemancer level 20
19th Wealth 122nd year of Ascendancy at 16:02 see stats
By c; the Dwarf Oozemancer level 9
2nd Acquisition 122nd year of Ascendancy at 04:27 see stats
By c; the Dwarf Oozemancer level 20
19th Wealth 122nd year of Ascendancy at 16:02 see stats
By c; the Dwarf Oozemancer level 18
15th Wealth 122nd year of Ascendancy at 12:03 see stats
Log
Talent Slime Roots is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Resilience of the Dwarves is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Resting starts...
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Today is the 6th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 123 turns (stop reason: all resources and life at maximum).