










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Anorithil |
Level / Exp | 21 / 20% |
Size | small |
Lifes / Deaths | Killed by Emulle the gigantic sandworm tunneler at level 21 on the 21st Haze 122nd year of Ascendancy at 06:56 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 14 (base 10) |
Magic | 52 (base 50) |
Willpower | 16 (base 10) |
Cunning | 49 (base 42) |
Resources
Life | -261/506 |
Positive | 78/110 |
Negative | 1/110 |
Healing Factor | 1.1672895330003 |
Regeneration | 7.2955595812519 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 2 |
Offense: Mainhand
Damage | 25 |
Accuracy | 18 |
Crit Chance | 15% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Blight | +13% |
Arcane | +5% |
Cold | +22% |
All | 0% |
Lightning | +11% |
Physical | +6% |
Fire | +10% |
Darkness | +34% |
Offense: Damage Penetration
Acid | +5% |
Light | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 33 |
Mental Save | 27 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 42%( 70%) |
All | + 9%( 70%) |
Darkness | + 32%( 70%) |
Light | + 22%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 14%( 70%) |
Fire | + 22%( 70%) |
Lightning | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 45 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% 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 Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.42 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 276/276 damage before it crumbles. Damage Shield |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +3 Phys.save +9 (+5 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +13% ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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 | ![]() 2.0 T1 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +6 (+3 eff.) Dmg.mod +11% lightning +6% physical +7% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% physical +6% darkness ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% acid +3% blight Res.pen +5% acid Melee Ret 2 acid Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to heal for 34. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+3 eff.) ----- def ----- Resists +22% acid Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +3% temporal +6% darkness +6% fire +5% arcane +6% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 130.33 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (261). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 darkness Dmg.mod +5% arcane +5% darkness ----- def ----- Armour +2 Resists +7% darkness 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. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +6% lightning +6% darkness +8% light +7% blight +8% fire +21% cold +9% all Phys.save +11 (+6 eff.) Spell.save +23 (+10 eff.) Mind.save +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +12% cold Res.pen +10% darkness +10% light ----- def ----- Defense +2 (+2 eff.) Resists +6% light +9% cold Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +8 (+4 eff.) Max.HP +35.00 HP.reg +2.00 ---------- misc Masteries +0.12 Celestial/Circles +0.12 Celestial/Glyphs Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 63 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +9% nature ----- def ----- Resists +5% arcane Mind.save +7 (+3 eff.) Die.at -80.00 life Cut- +10% Confus- +14% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire +15% arcane +6% cold Res.pen +15% acid +10% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 31% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +9% Crit.mult +31.00% Spell.pwr +13 (+5 eff.) S.pwr/crit +2 Melee+ 19 fire Dmg.mod +15% blight +6% cold +6% arcane Res.pen +5% arcane ----- def ----- HP.reg +0.60 Heal.mod +12% ---------- misc Vim/s.crit +1.00 See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 light Against +12% Undead Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Disrupt Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +5% Unnatural While equipped: Stats +1 Wil Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Deals 47 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Wil dps ---------- Mind.crit +4% On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Resists +3% acid +6% fire Disease- +20% ---------- misc Equi/ret +0.16 One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit.r1 +20 darkness While equipped: Stats +3 Dex +3 Wil +2 Cun dps ---------- Melee Ret 4 darkness ---------- misc See.Invis +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 126% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Psionic Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+13 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.58 to 124.74 lightning damage (83.16 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +3 Cun +2 Con ----- def ----- Max.HP +41.00 ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% light ----- def ----- Armour +4 Resists +8% fire +9% cold Phys.save +15 (+8 eff.) Heal.mod +15% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +6% nature +10% cold Crit.chn- 5.00% Spell.save +9 (+5 eff.) Max.HP +20.00 Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +5% Mind.pwr +20 (+10 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +6% lightning ---------- misc Max.hate +4.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Mag +6 Con ----- def ----- Defense +2 (+2 eff.) Crit.chn- 15.00% ---------- misc Hate/m.crit +3.00 Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +2 Wil +3 Cun +2 Con dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -80.00 life A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 44% (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. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Cun +2 Str dps ---------- Res.pen +10% fire Melee Ret 4 mind ----- def ----- Armour +3 Resists +12% fire HP.reg +4.00 Heal.mod +13% ---------- misc Light +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Str +3 Con dps ---------- Crit.mult +20.00% Res.pen +10% physical Apr +2 ----- def ----- Armour +3 Defense +5 (+5 eff.) Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +5 Dex dps ---------- Dmg.mod +9% darkness Res.pen +5% temporal Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Resists +3% temporal Stealth +8 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +15% mind Melee Ret 6 mind ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +9% acid ---------- misc Stam/turn +0.50 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +1 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Armour +4 Fatigue -3% Resists +9% light Crit.chn- 10.00% Phys.save +11 (+6 eff.) ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +6% acid ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +7% fire +9% nature +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +15% nature +3% darkness Melee Ret 2 nature ----- def ----- Armour +4 Fatigue +3% Resists +9% nature +6% darkness Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Melee Ret 4 mind 6 acid ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold Crit.chn- 15.00% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 6 mind 4 light ----- def ----- Defense +2 (+2 eff.) Resists +9% light +10% fire +6% mind +11% cold ---------- misc Equi/ret +0.04 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +0.70 Equi/ret +1.10 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to slow global speed by 45% * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane Spell.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +25% fire Melee Ret 2 cold ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +9% fire +12% cold Phys.save +16 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Cun +5 Con ----- def ----- Armour +7 Fatigue +4% Resists +3% mind ---------- misc Light +2 Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Cun +2 Dex dps ---------- Dmg.mod +6% fire Res.pen +5% cold ----- def ----- Crit.chn- 5.00% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Johnny two cocks the Halfling Anorithil level 17
47th Dusk 122nd year of Ascendancy at 14:01 see stats
By Johnny two cocks the Halfling Anorithil level 10
4th Mirth 122nd year of Ascendancy at 09:20 see stats
By Johnny two cocks the Halfling Anorithil level 20
64th Dusk 122nd year of Ascendancy at 20:08 see stats
By Johnny two cocks the Halfling Anorithil level 12
16th Dusk 122nd year of Ascendancy at 04:45 see stats
By Johnny two cocks the Halfling Anorithil level 10
8th Flare 122nd year of Ascendancy at 18:28 see stats
By Johnny two cocks the Halfling Anorithil level 13
21st Dusk 122nd year of Ascendancy at 19:03 see stats
By Johnny two cocks the Halfling Anorithil level 15
29th Dusk 122nd year of Ascendancy at 23:55 see stats
Log
Emulle the gigantic sandworm tunneler uses Mindlash.
Emulle the gigantic sandworm tunneler's mind surges with critical power!
Johnny two cocks evades Gigantic sandworm tunneler.
Melee retaliation hits Gigantic sandworm tunneler for 2 acid, 10 darkness, 11 light (23 total damage).
Melee retaliation hits Emulle the gigantic sandworm tunneler for (1 to psi shield), 1 acid, 7 darkness, 10 light (18 total damage).
Emulle the gigantic sandworm tunneler hits Johnny two cocks for 187 physical damage.
Emulle the gigantic sandworm tunneler's Beyond the Flesh hits Johnny two cocks for 103 physical damage.
Gigantic sandworm tunneler hits Johnny two cocks for 38 physical damage.
Talent Infusion: Movement is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Johnny two cocks's defensive darkness area effect hits Sand-drake for 14 darkness damage.
Johnny two cocks's defensive darkness area effect hits Aribrenor the green ooze for 14 darkness damage.
Johnny two cocks's defensive darkness area effect hits Emulle the gigantic sandworm tunneler for 10 darkness damage.
Johnny two cocks's defensive darkness area effect hits Gigantic sandworm tunneler for 14 darkness damage.
Johnny two cocks's defensive darkness area effect hits Gigantic sandworm tunneler for 14 darkness damage.
Johnny two cocks's light area effect hits Emulle the gigantic sandworm tunneler for 31 light damage.
Johnny two cocks's light area effect hits Aribrenor the green ooze for 50 light damage.
Johnny two cocks's light area effect hits Gigantic sandworm tunneler for 33 light damage.
Johnny two cocks's sanctity area effect hits Sand-drake for 11 light damage.
Johnny two cocks's sanctity area effect hits Aribrenor the green ooze for 17 light damage.
Johnny two cocks's sanctity area effect hits Emulle the gigantic sandworm tunneler for 10 light damage.
Johnny two cocks's sanctity area effect hits Gigantic sandworm tunneler for 11 light damage.
Johnny two cocks's sanctity area effect hits Gigantic sandworm tunneler for 11 light damage.
Emulle the gigantic sandworm tunneler is not silenced anymore.
Emulle the gigantic sandworm tunneler has recovered!
Melee retaliation hits Emulle the gigantic sandworm tunneler for (1 to psi shield), 1 acid, 7 darkness, 10 light (18 total damage).
Emulle the gigantic sandworm tunneler's Beyond the Flesh hits Johnny two cocks for 100 physical damage.
Johnny two cocks the level 21 halfling anorithil was tortured to death by Emulle the gigantic sandworm tunneler on level 1 of Sandworm lair.
A shield forms around Johnny two cocks.