













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 1.7.4This 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:
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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 20 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Emebeth the barrow wight at level 20 on the 12nd Dearth 122nd year of Ascendancy at 07:39 / 1 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 46 (base 47) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 39 (base 24) |
| Cunning | 37 (base 25) |
Resources
| Life | -137/480 |
| Stamina | 195/240 |
| Healing Factor | 1.3311363549267 |
| Regeneration | 18.569352151228 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.020402716974 |
| See Invisible | 39.020402716974 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 57 |
| Crit Chance | 24% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| Nature | +26% |
| Mind | +16% |
| Fire | +16% |
| Cold | +16% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 35 (82.155997060385%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 26 |
| Mental Save | 35 |
Defense: Resistances
| Fire | + 15%( 70%) |
| Cold | + 21%( 70%) |
| Nature | + 13%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 17% |
| Confusion Resistance | 21% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 32% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. Its effects scale with your Dexterity 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 190 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)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 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 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed honey tree root. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Poruriawyn the Curecrack (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +5% nature Melee Ret 2 lightning ----- def ----- Armour +1 Resists +6% fire +3% nature +6% cold ---------- misc Infravis +3 See.Invis +6 A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots (8/21, 30-37 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 21 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Quenchmire2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +15 (+5 eff.) Resists +6% cold +1% physical Phys.save +6 (+3 eff.) Heal.mod +12% Blind- +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. |
| On head | Chillrace the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% mind +6% cold A cap made of leather. |
| On hands | restful hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +7.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 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 torque of gale force [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Confus- +21% Rings make your fingers look great! |
| Around neck | Searmight the gold amulet0.1 T3 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +3% temporal +3% cold +13% blight +3% fire +6% mind +10% nature Poison- +32% Disease- +26% Teleport- +20% Amulets make your neck look great! |
| In main hand | Emelumina4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Crit +1.0% Atk.spd 100% Range +6 On Crit.r2 +4 physical While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Res.pen +6% all Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +2 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Lelegantir'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +2 Mag +5 Wil +3 Cun dps ---------- Against +15% Summoned On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +3% blight D.Red.from +16% Summoned A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 29-35 power, 83.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +10 physical While equipped: Stats +2 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 141 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +45 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Zubothra the Satyrsmash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Mind.crit +4% Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+0 eff.) Resists +6% mind ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Salowe the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% temporal Max.HP +32.00 HP.reg +3.70 Heal.mod +10% A suit of armour made of leather. |
Inventory
wild infusion of the duelist (res 27%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 23%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
restful copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Blindquench (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight +6% light Res.pen +25% arcane +25% acid ----- def ----- Resists +5% arcane ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of wizardry (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Dmg.mod +10% arcane ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
truestriking steel mace of evisceration (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) Res.pen +6% physical Acc +7 (+2 eff.) Apr +7 Blunt and deadly. |
flaming iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +18% Sharp, short and deadly. |
quick dwarven-steel dagger of enduring (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex +6 Wil +8 Con dps ---------- Phys.spd +10% Acc +11 (+3 eff.) ----- def ----- Max.HP +32.00 Sharp, short and deadly. |
mighty ash longbow of cold4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +17% cold Longbows are used to shoot arrows at your foes. |
cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +7% all Acc +7 (+2 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots of daylight (15/15, 17-20 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +5 light Against +6% Undead Shots are used with slings to pummel your foes to death. |
iron shield of arcane resistance (+11%) (0 def, 2 armour, 8-10 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Disrupt When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of cold resistance (+19%) (0 def, 4 armour, 14-17 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit: * 12% chance to reduce armor by 10% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
prismatic hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +5% physical +12% light +10% darkness Phys.save +14 (+7 eff.) A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable steel plate armour of the dragon (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +5% acid +7% physical +5% cold +6% lightning +6% fire Disarm- +23% Stun/Frz- +23% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Silodavea (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +6% acid Melee Ret 8 blight ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Spell.save +5 (+3 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eariregochak the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str dps ---------- S.pwr/crit +10 Res.pen +10% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% mind Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -60.00 life Disarm- +32% 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. |
Haligarain the Umbrawilter (15 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +9% lightning +6% temporal +15% darkness Blind- +10% Confus- +20% A cap made of leather. |
Nagar (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +9% blight Pinning- +20% Stun/Frz- +10% A cap made of leather. |
7 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
7 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. |
2 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
97 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Skirmy the Dwarf Skirmisher level 19
10th Dearth 122nd year of Ascendancy at 06:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Skirmy the Dwarf Skirmisher level 10
3rd Profit 122nd year of Ascendancy at 21:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Skirmy the Dwarf Skirmisher level 20
11st Dearth 122nd year of Ascendancy at 14:44 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Skirmy the Dwarf Skirmisher level 6
19th Voratun 122nd year of Ascendancy at 00:01 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Skirmy the Dwarf Skirmisher level 12
13rd Profit 122nd year of Ascendancy at 18:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmy the Dwarf Skirmisher level 18
5th Dearth 122nd year of Ascendancy at 00:51 see stats
Log
Dire Plague rips out a piece of Skirmy soul!
Emebeth the barrow wight's spell attains critical power!
Skirmy stops regenerating health quickly.
Burning Shock from Emebeth the barrow wight hits Skirmy for (24 flat reduction), 8 fire (8 total damage).
Dire Plague from Emebeth the barrow wight hits Skirmy for (24 flat reduction), 65 darkness (65 total damage).
Armoured skeleton warrior uses Block.
Emebeth the barrow wight casts Impending Doom.
Skirmy is doomed!
Skirmy shoots!
Skirmy's Shoot hits Emebeth the barrow wight for 27 physical damage.
Dire Plague from Emebeth the barrow wight hits Skirmy for (24 flat reduction), 38 darkness (38 total damage).
Impending Doom from Emebeth the barrow wight hits Skirmy for (18 flat reduction), 0 cold, (24 flat reduction), 3 darkness (3 total damage).
Burning Shock from Emebeth the barrow wight hits Skirmy for (24 flat reduction), 8 fire (8 total damage).
Melee retaliation hits Armoured skeleton warrior for (1 blocked), 0 lightning (0 total damage).
Armoured skeleton warrior hits Skirmy for (24 flat reduction), 36 physical, (7 flat reduction), 0 cold (36 total damage).
Emebeth the barrow wight casts Crepuscule.
Emebeth the barrow wight calls the night!
Skirmy uses Infusion: Regeneration.
Skirmy starts regenerating health quickly.
Talent Bash and Smash is ready to use.
Dire Plague from Emebeth the barrow wight hits Skirmy for (24 flat reduction), 38 darkness (38 total damage).
Impending Doom from Emebeth the barrow wight hits Skirmy for (18 flat reduction), 0 cold, (24 flat reduction), 3 darkness (3 total damage).
Burning Shock from Emebeth the barrow wight hits Skirmy for (24 flat reduction), 8 fire (8 total damage).
Skirmy instinctively hardens his skin and ignores the attack!
Skirmy repels an attack from Armoured skeleton warrior.
Emebeth the barrow wight casts Chain Lightning.
Emebeth the barrow wight hits Skirmy for (24 flat reduction), 109 darkness, (24 flat reduction), 244 lightning (353 total damage).
Skirmy the level 20 dwarf skirmisher was amped to death by Emebeth the barrow wight on level 3 of Old Forest.






















































































