












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!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.
Embers of Rage 1.7.4Official Expansion!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! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 15 / 89% |
| Size | small |
| Lifes / Deaths | Killed by multi-hued crystal at level 15 on the 23rd Haze 122nd year of Ascendancy at 12:41 / 2Killed by worm that walks at level 15 on the 25th Haze 122nd year of Ascendancy at 15:35 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 42 (base 39) |
| Constitution | 13 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 11 (base 11) |
| Cunning | 38 (base 31) |
Resources
| Life | -179/322 |
| Mana | 69/189 |
| Stamina | 7/156 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 0.28208407528287 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 45.580577165004 |
| See Invisible | 45.580577165004 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 41 |
| Crit Chance | 21% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Lightning | +19% |
| Light | +19% |
| Cold | +10% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +15% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 23 (48.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | 0%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 5%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 164 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by degenerated skeleton warrior. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic 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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. 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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. | 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 within8 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 39% (based on Cunning). Uses 40 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. |
| Quiver | pouch of iron shots of crippling (7/17, 108% power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 108% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 12 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.52 to 88.57 lightning damage (59.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | umbral rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +5% 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. |
| Tool | supercharged iron torque of gale force [power 125] (16 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 125 physical damage Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +13 (+6 eff.) Confus- +21% Rings make your fingers look great! |
| On fingers | Smoldermire the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +10% fire Melee Ret 2 nature 6 light ----- def ----- Resists +6% nature +6% fire Spell.save +11 (+5 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 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... |
| In main hand | cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +5% all Acc +7 (+2 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 131% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 131% Range: 1.4x Uses 150% Str Dmg Physical 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. |
| Cloak | Bokykan the Blastsin (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+2 eff.) Dmg.mod +9% lightning Res.pen +10% acid Melee Ret 4 lightning ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +3% acid +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Layuyanor the Starstriker (3 def, 4 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% light Apr +1 ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +5% mind Mind.save +11 (+5 eff.) A suit of armour made of leather. |
Inventory
regeneration infusion of the sneak (heal 189; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the warrior (absorb 132; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 create a protective shield absorbing at most 132 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+7 eff.) Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
steady ash longbow4.0 T2 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Acc +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
vined mindstar (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
cured leather sling of enduring4.0 T2 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +7 Con +6 Wil ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
greater elm starstaff (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +7 (+6 eff.) Dmg.mod +10% physical +10% temporal +10% darkness +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ranger's steel steamgun of life draining4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 draining blight Uses 2.0 Steam While equipped: Stats +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Brenetir the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- S.pwr/crit +6 Phasing +30% Melee Ret 6 blight ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+4 eff.) Spell.save +3 (+1 eff.) ---------- misc Max.mana +20.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhendil the Lightgash (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Melee Ret 4 light On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +7 (+2 eff.) Resists +3% darkness Phys.save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven Robe of the Worm of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sand hardened leather gloves of butchering (0 def, 8 armour)1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Melee+ 8 physical Dmg.mod +5% physical Acc +5 (+2 eff.) Apr +8 ----- def ----- Armour +8 Resists +5% blight Spell.save +8 (+4 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. |
temporal hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Resists +7% temporal 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. |
prismatic iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Gloreselaith' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% light +3% mind Confus- +10% A cap made of leather. |
iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% nature +12% blight A suit of armour made of leather. |
acidic steel shield of shrapnel (0 def, 4 armour, 109% power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Hit: * 10% chance to reduce armor by 19% While equipped: dps ---------- Melee+ 6 acid On shield block: * Cause enemies within radius 6 to bleed for 145 physical damage over 5 turns (1/turn) Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
87 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 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. |
Falitondil the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +8 ---------- misc Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Hanyrain'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Phys.save +6 (+5 eff.) Mind.save +3 (+1 eff.) Heal.mod +11% ---------- misc Max.hate +2.00 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. |
Prox's Lucky Halfling Foot2.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots of erosion (9/16, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
elm totem of healing 'Sewerraptor' [power 128] (12 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +9% acid Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Madeikir the Halfling Skirmisher level 14
67th Dusk 122nd year of Ascendancy at 20:29 see stats
Level 10 (Roguelike)
Got a character to level 10.By Madeikir the Halfling Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 08:37 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Madeikir the Halfling Skirmisher level 13
16th Dusk 122nd year of Ascendancy at 18:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Madeikir the Halfling Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 23:38 see stats
Unstoppable (Roguelike)
Returned from the dead.By Madeikir the Halfling Skirmisher level 15
23rd Haze 122nd year of Ascendancy at 12:42 see stats
Log
Madeikir uses Bash and Smash.
A carrion worm mass has spawned from worm that walks' wounds!
Madeikir hits Worm that walks for 83 physical, 9 darkness, 8 mind, 30 light (130 total damage).
Worm that walks's Acid Strike is disrupted by his wounds!
Madeikir's Bash and Smash hits Worm that walks for 64 physical, 5 mind (69 total damage).
Madeikir hits Worm that walks for 13 lightning damage.
Worm that walks uses Infusion: Regeneration.
Worm that walks starts regenerating health quickly.
Bleeding from Madeikir hits Worm that walks for 5 physical damage.
Epidemic from Worm that walks hits Madeikir for (11 flat reduction), 29 blight (29 total damage).
Worm Rot from Worm that walks hits Madeikir for (11 flat reduction), 19 blight, (11 flat reduction), 16 acid (35 total damage).
Madeikir uses Luck of the Little Folk.
Madeikir seems more aware.
Madeikir uses Swift Shot.
Madeikir hits Worm that walks for 13 lightning damage.
Madeikir's Swift Shot hits Worm that walks for 29 physical, 2 mind (32 total damage).
Worm that walks casts Drain.
Madeikir reacts to damage from Worm that walks, mitigating the blow!.
Madeikir tries to evade attacks.
The diseases of worm that walks spread!
Worm that walks hits Madeikir for (11 flat reduction), (17 reacted , -3 stam), 111 blight (111 total damage).
Worm that walks is not crippled anymore.
Worm that walks stops bleeding.
Madeikir is free from the worm rot.
A carrion worm mass bursts out of Madeikir!
Epidemic from Worm that walks hits Madeikir for (11 flat reduction), 28 blight (28 total damage).
Worm that walks hits Madeikir for (11 flat reduction), 71 blight (71 total damage).
Madeikir the level 15 halfling skirmisher was tainted to death by a worm that walks on level 2 of Old Forest.





























































































