












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.7.4Donators/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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 19 / 41% |
Size | small |
Lifes / Deaths | Killed by Hauser at level 18 on the 79th Dusk 122nd year of Ascendancy at 17:00 3 / 2Killed by Hauser at level 19 on the 79th Dusk 122nd year of Ascendancy at 21:56 |
Primary Stats
Strength | 32 (base 13) |
Dexterity | 63 (base 46) |
Constitution | 29 (base 10) |
Magic | 21 (base 10) |
Willpower | 19 (base 11) |
Cunning | 46 (base 33) |
Resources
Life | 200/616 |
Stamina | 172/172 |
Healing Factor | 1.3524687383467 |
Regeneration | 15.215273306401 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +74.074074074074% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.323645669319 |
See Invisible | 36.323645669319 |
Offense: Mainhand
Damage | 82 |
Accuracy | 54 |
Crit Chance | 33% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Darkness | +9% |
Nature | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +12% |
Lightning | +21% |
Fire | +26% |
All | +6% |
Defense: Base
Armour (hardiness) | 41.335093952971 (47.857809501309%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 23 |
Physical Save | 41 |
Spell Save | 24 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 22%( 70%) |
Temporal | + 21%( 70%) |
Nature | + 19%( 70%) |
Fire | + 38%( 70%) |
Mind | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 42% |
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 239 life over 5 turns. Its effects scale with your Cunning 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: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
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 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.66 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.66 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Pace Yourself |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
detrimental effect | Reduces global action speed by 30%. Slow |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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 |
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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +4 Wil +3 Cun dps ---------- Melee Ret 8 mind ----- def ----- Armour +3 Resists +8% lightning +7% temporal A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Master Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 22 Ranged+ +20 nature On Hit.r1 +4 nature On Crit.r2 +12 nature On Hit: * 20% chance to slow global speed by 45% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- 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. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% ----- def ----- Armour +7 Fatigue +3% ---------- misc Stam/turn +2.00 Stam/ret +1.50 Equi/ret +1.30 Max.stam +10.00 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +9% fire +6% nature +6% mind Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) 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 | ![]() 2.0 T1 torque charm [Ego] Psionic 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Res.pen +15% lightning Melee Ret 2 mind 6 lightning ----- def ----- Resists +11% temporal Phys.save +17 (+5 eff.) Max.HP +38.00 HP.reg +8.00 Pinning- +40% Knockbk- +42% ---------- misc Equi/ret +0.12 Max.psi +20.00 Masteries +0.36 Technique/Mobility +0.36 Technique/Skirmisher - Slings Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +6% physical +6% all Acc +7 (+2 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +5 Cun +2 Con +7 Lck dps ---------- Dmg.mod +9% darkness Res.pen +20% fire ----- def ----- Resists +12% fire Stealth +8 ---------- misc T.Disarm +14 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training Cun 48 [Random Unique] Arcane/Master When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +246 Melee+ +18 lightning +14 fire +12 mind On Hit.r1 +4 mind While equipped: Stats +3 Str +5 Dex dps ---------- Melee Ret 1 lightning 8 fire ----- def ----- Armour +16 Fatigue +8% Resists +11% lightning +14% fire ---------- misc Equi/ret +0.12 Max.psi +30.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Defense +11 (+4 eff.) Max.HP +32.00 ---------- misc Stam/turn +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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Cun +3 Con ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Max.HP +32.00 A suit of armour made of mail. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Phys.save +10 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 73.22 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 220.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +3.5% Atk.spd 100% Melee+ +20 physical While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature +9% physical ----- def ----- Resists +6% blight Disease- +12% ---------- misc Light +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 9 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% cold On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +12% cold Max.HP +33.00 ---------- misc Max.psi +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Cun +4 Wil dps ---------- Against +16% Summoned Melee Ret 2 mind ----- def ----- Resists +3% nature D.Red.from +15% Summoned ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +10 (+4 eff.) Phys.save +7 (+2 eff.) 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 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +3 Disengage: Puts all charms on 13 cooldown Level 3.3 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 120% 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. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid Acc +14 (+5 eff.) ----- def ----- Armour +2 Resists +6% acid 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% 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 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +7% Mind.pwr +3 (+2 eff.) Dmg.mod +12% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% light +18% fire Spell.save +3 (+1 eff.) Mind.save +16 (+8 eff.) Blind- +20% ---------- misc Psi/turn +0.10 Hateful Whisper: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 79 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% acid Melee Ret 4 physical ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) ---------- misc Max.stam +10.00 A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 30.70 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +7 Str +4 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% lightning +18% cold A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 34.5 - 41.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 On Crit.r2 +15 light +22 fire While equipped: dps ---------- On shield block: * Deals 54 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +7% fire +8% light +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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: 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% blight ----- def ----- Defense +10 (+4 eff.) Phys.save +15 (+5 eff.) ---------- misc Equi/ret +0.04 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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 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 Hauser the Halfling Skirmisher level 12
8th Dusk 122nd year of Ascendancy at 16:49 see stats
By Hauser the Halfling Skirmisher level 18
79th Dusk 122nd year of Ascendancy at 17:00 see stats
By Hauser the Halfling Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 13:28 see stats
By Hauser the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 12:09 see stats
By Hauser the Halfling Skirmisher level 16
68th Dusk 122nd year of Ascendancy at 10:39 see stats
By Hauser the Halfling Skirmisher level 17
74th Dusk 122nd year of Ascendancy at 21:50 see stats
Log
Hauser evades Green ooze.
Hauser shoots!
The unstable sand tunnel collapses!
Hauser's Shoot hits Green ooze for 109 physical, 22 nature, 4 nature (136 total damage).
Green ooze misses Hauser.
Hauser shoots!
The unstable sand tunnel collapses!
Hauser's Shoot hits Green ooze for 101 physical damage.
Hauser's Shoot killed Green ooze!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Hauser for (22 flat reduction), 273 physical (273 total damage).
Green ooze misses Hauser.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Hauser for (22 flat reduction), 149 physical (149 total damage).
Hauser evades Green ooze.
Nerille the yellow jelly uses Transcendent Telekinesis.
Hauser slows down.
Nerille the yellow jelly's Slime Spit hits Hauser for (22 flat reduction), 54 lightning (54 total damage).
Hauser is no longer evading attacks.