












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 24 / 40% |
Size | small |
Lifes / Deaths | Killed by white jelly at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 07:46 / 1 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 66 (base 54) |
Constitution | 14 (base 10) |
Magic | 15 (base 10) |
Willpower | 13 (base 11) |
Cunning | 52 (base 43) |
Resources
Life | -284/674 |
Stamina | 11/222 |
Healing Factor | 1.2672895330003 |
Regeneration | 14.637194106153 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 38.264408783316 |
See Invisible | 38.264408783316 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 116 |
Accuracy | 48 |
Crit Chance | 37% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Darkness | +10% |
Temporal | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Light | +25% |
Temporal | +10% |
Arcane | +5% |
Nature | +6% |
Defense: Base
Armour (hardiness) | 39 (48.594633868923%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 10 |
Mental Save | 29 |
Defense: Resistances
Physical | + 1%( 70%) |
Lightning | + 11%( 70%) |
Light | + 20%( 70%) |
Cold | + 23%( 70%) |
Darkness | + 23%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 14%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Stun Resistance | 22% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Aruma the white wolf. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 Possessed. | 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley 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 chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * '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.' 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 skeleton mage skull. * '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.' * You've found the needed xorn fragment. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +3% physical ----- def ----- Armour +1 Resists +5% fire +5% cold Die.at -80.00 life ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Ego] Arcane/Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +6 Crit +7.0% Capacity 20 Rld cld 5 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +8 Resists +5% arcane +1% physical Die.at -40.00 life Max.HP +43.00 ---------- 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness +6% cold +5% arcane +11% light Mind.save +3 (+2 eff.) Die.at -40.00 life Max.HP +40.00 HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Mind.crit +9% Crit.mult +8.00% Melee Ret 4 light On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +2 Fatigue +3% Resists +9% light +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% light +10% acid Melee Ret 2 light ----- def ----- Resists +6% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Puts all charms on 13 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +9% temporal Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% lightning +3% fire Stun/Frz- +22% Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +5 acid +7 nature While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% acid +6% nature Acc +5 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 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. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Con dps ---------- Phys.pwr +20 (+7 eff.) Melee Ret 4 physical ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+5 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor Reqs Str 16 [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +70.00 HP.reg +9.30 Heal.mod +23% A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 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 98 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 arcane On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: Stats +3 Mag +3 Wil +1 Cun dps ---------- Spell.pwr +7 (+6 eff.) Melee Ret 6 mind ---------- misc Equi/ret +0.16 Max.hate +4.00 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Disrupt Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 42% While equipped: Stats +5 Cun dps ---------- Mind.pwr +30 (+15 eff.) ----- def ----- Resists +6% temporal +6% fire Massive two-handed swords. |
![]() 4.0 T3 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Rare] Master 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 +3 Mag +3 Wil +3 Cun dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% arcane +12% mind On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +3% nature Res.pen +20% lightning +15% nature Against +15% Summoned ----- def ----- Resists +6% lightning D.Red.from +15% Summoned HP.reg +1.20 Heal.mod +15% ---------- misc Mana/turn +0.20 Max.mana +28.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Cun +2 Con dps ---------- Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) ---------- misc Equi/ret +0.04 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 [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +3 Mag +6 Wil +4 Cun +1 Con dps ---------- Mind.crit +5% Spell.pwr +10 (+7 eff.) Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+5 eff.) ---------- misc Max.mana +48.00 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 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +11 (+10 eff.) Mind.save +6 (+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. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+4 eff.) Dmg.mod +7% temporal +24% light +12% arcane ----- def ----- Resists +11% darkness +10% mind +21% light +9% all Phys.save +11 (+7 eff.) Spell.save +10 (+10 eff.) Mind.save +22 (+11 eff.) ---------- misc Max.mana +23.00 Light +2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +5 Dex +4 Mag +1 Cun ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+6 eff.) Max.HP +40.00 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 once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+8 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +5 Mag dps ---------- Phys.crit +2.0% Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 14 [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 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. |
![]() 9.0 T2 light armor Reqs Str 14 [Rare] Nature While equipped: Stats +2 Str +4 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% arcane +6% light Die.at -20.00 life Max.HP +34.00 Disease- +20% A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +7% Mind.save +11 (+6 eff.) HP.reg +3.30 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +10% nature +15% fire On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +11 Fatigue +22% Resists +19% blight +21% fire +19% darkness +9% cold ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 28.0 - 39.2 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 13% chance to reduce armor by 19% While equipped: dps ---------- Melee+ 6 acid Res.pen +5% mind Melee Ret 5 acid ----- def ----- Armour +18 Fatigue +8% Resists +5% arcane Crit.chn- 5.00% Max.HP +100.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Ego] Arcane/Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +10 Crit +2.0% Capacity 16 Ranged+ +12 cold Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Wil +2 Con dps ---------- Crit.mult +10.00% Spell.pwr +20 (+12 eff.) Dmg.mod +9% blight ---------- misc Max.vim +20.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +23.00 ---------- misc Max.stam +19.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+5 eff.) ---------- misc Light +5 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 3.0 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.5% Capacity 43 Rld cld 5 Ranged+ +5 physical +12 nature On Hit.r1 +8 nature On Hit: * 10% chance to slow global speed by 42% * 20% chance to knock the target back 3 spaces and deal 89 physical damage On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind +12% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +2 Wil ----- def ----- Spell.save +9 (+9 eff.) Disease- +20% ---------- misc Light +1 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 2.0 T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 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. |
Achievements
By Skrimy Hermy(roid) the Halfling Skirmisher level 23
10th Regrowth 123rd year of Ascendancy at 14:52 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 10
8th Dusk 122nd year of Ascendancy at 06:09 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 24
12nd Regrowth 123rd year of Ascendancy at 23:58 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 09:51 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 20
68th Haze 122nd year of Ascendancy at 11:58 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 17
49th Dusk 122nd year of Ascendancy at 16:16 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 10:30 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 23
7th Regrowth 123rd year of Ascendancy at 19:28 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 22
1st Wintertide 123rd year of Ascendancy at 09:19 see stats
By Skrimy Hermy(roid) the Halfling Skirmisher level 16
48th Dusk 122nd year of Ascendancy at 11:33 see stats
Log
Yvoma the poison ooze shrugs off the effect 'Disarmed'!
Skrimy Hermy(roid) evades Shadow.
Yvoma the poison ooze's skin returns to normal.
Insidious Poison from Yvoma the poison ooze hits Yvoma the poison ooze for 21 nature damage.
Skrimy Hermy(roid) uses Infusion: Wild.
Skrimy Hermy(roid)'s deep wound closes.
Skrimy Hermy(roid) is cured!
Skrimy Hermy(roid) lessens the pain.
Betuma the poison ooze fumbles and fails to use Bloodstream, injuring himself!
Yvoma the poison ooze uses Battle Call.
Skrimy Hermy(roid) is called to battle!
Talent Swift Shot is ready to use.
Talent Dig is ready to use.
Talent Hurricane Shot is ready to use.
Talent Disengage is ready to use.
Insidious Poison from Betuma the poison ooze hits Skrimy Hermy(roid) for (23 flat reduction), 0 nature (0 total damage).
Fumble from Skrimy Hermy(roid) hits Betuma the poison ooze for 44 physical damage.
Yvoma the poison ooze shrugs off the effect 'Stunned'!
Sand-drake shrugs off the effect 'Pinned to the ground'!
Skrimy Hermy(roid) evades Shadow.
White jelly uses Slime Spit.
Betuma the poison ooze's skin returns to normal.
Insidious Poison from Yvoma the poison ooze hits Yvoma the poison ooze for 21 nature damage.
Skrimy Hermy(roid) is no longer evading attacks.
Talent Infusion: Regeneration is ready to use.
Talent Kill Shot is ready to use.
Insidious Poison from Betuma the poison ooze hits Skrimy Hermy(roid) for (23 flat reduction), 0 nature (0 total damage).
White jelly's Slime Spit hits Skrimy Hermy(roid) for (25 flat reduction), 92 nature (92 total damage).
Skrimy Hermy(roid) the level 24 halfling skirmisher was treehugged to death by a white jelly on level 3 of Sandworm lair.