












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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! 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 17 / 84% |
| Size | small |
| Lifes / Deaths | Killed by Aruleth the black jelly at level 17 on the 47th Haze 122nd year of Ascendancy at 05:01 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 49 (base 36) |
| Constitution | 24 (base 13) |
| Magic | 14 (base 10) |
| Willpower | 25 (base 11) |
| Cunning | 55 (base 40) |
Resources
| Life | -67/473 |
| Stamina | 75/226 |
| Healing Factor | 1.3272674059366 |
| Regeneration | 1.6590842574208 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 46 |
| Crit Chance | 19% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +13% |
| Nature | +5% |
| Cold | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 37.719009130622 (66.439381135396%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 35 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 15%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
| Poison Resistance | 20% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Trapping | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 |
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 | restorative pair of hardened leather boots of evasion (4 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) HP.reg +1.00 Heal.mod +11% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | pouch of iron shots of accuracy (6/19, 114% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 114% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +7 Apr +1 Crit +4.0% Capacity 19 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Blindbraid (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% light +6% mind ----- def ----- Armour +6 Fatigue +3% Resists +6% darkness ---------- misc Light +3 Infravis +2 A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | cleansing elm totem of summon tentacle [power 100] (1/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 218 Base Damage: 103 Armor: 0 All Resist: 1 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +20.00 Disarm- +24% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.49 cold and 10.86 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 32/60 This azure ring seems to be always moist to the touch. |
| Around neck | Pitchripper0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% darkness Acc +15 (+5 eff.) ----- def ----- Armour +6 Resists +9% darkness Phys.save +13 (+7 eff.) Spell.save +13 (+7 eff.) Mind.save +16 (+7 eff.) ---------- misc Max.stam +20.00 Amulets make your neck look great! |
| In main hand | enhanced cured leather sling of acid4.0 T2 sling 1H weapon [Ego+] Arcane/Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 acid While equipped: Stats +4 Str +5 Dex +4 Mag +4 Wil +5 Cun +4 Con dps ---------- Dmg.mod +10% acid 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 | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical 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. |
| Cloak | Polugawyn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil dps ---------- Res.pen +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +5% arcane +3% mind Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +17% lightning A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +11% nature +10% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
cruel yew starstaff of power (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +19 (+12 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+7 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of persecution (125% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Disrupt/Master Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of massacre (150% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +39% Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 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! |
balanced iron greatmaul (114% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 114% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +28% Massive two-handed mauls. |
elemental steel greatmaul of amnesia (135% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego++] Arcane/Psionic Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +16% lightning Massive two-handed mauls. |
steel longsword of erosion (112% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature Sharp, long, and deadly. |
chilling steel waraxe of evisceration (102% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane/Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 cold On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+3 eff.) One-handed war axes. |
creative vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% 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: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% 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. |
steady cured leather sling4.0 T2 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
arcing pouch of steel shots of accuracy (15/15, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 126% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 15 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
pouch of steel shots (22/22, 122% power, 2 apr)3.0 T2 shot ammo [Normal] 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 22 Shots are used with slings to pummel your foes to death. |
shocking iron shield of lightning resistance (+15%) (0 def, 2 armour, 102% power, 17 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +17 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 3 lightning ----- def ----- Armour +2 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% fire HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Zanalen the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% temporal On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +21% lightning +12% acid Max.HP +72.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of leather. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Dayburst the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +1 Cun ----- def ----- Armour +1 Resists +6% fire +3% light +5% cold ---------- misc Light +2 A pair of boots made of leather. |
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 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.02 to 87.07 lightning damage (58.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
piercing alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: dps ---------- Res.pen +5% all Apr +5 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Skirm the Halfling Skirmisher level 14
65th Dusk 122nd year of Ascendancy at 20:31 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Skirm the Halfling Skirmisher level 17
47th Haze 122nd year of Ascendancy at 01:57 see stats
Level 10 (Roguelike)
Got a character to level 10.By Skirm the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 06:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Skirm the Halfling Skirmisher level 12
10th Dusk 122nd year of Ascendancy at 14:57 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Skirm the Halfling Skirmisher level 9
5th Mirth 122nd year of Ascendancy at 07:15 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Skirm the Halfling Skirmisher level 16
38th Haze 122nd year of Ascendancy at 12:07 see stats
Log
Skirm is no longer evading attacks.
Aruleth the black jelly's nature damage is no longer so potent.
Your Skirm's bear trap has expired.
Aruleth the black jelly uses Oozebeam.
Aruleth the black jelly's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Skirm crumbles.
Aruleth the black jelly's nature damage is more potent.
Skirm slows down.
Aruleth the black jelly hits Skirm for (19 flat reduction), (81 absorbed), 40 acid (40 total damage).
Aruleth the black jelly uses Acid Splash.
Skirm tries to evade attacks.
Aruleth the black jelly's natural acid becomes more concentrated!
Aruleth the black jelly hits Skirm for (19 flat reduction), 88 acid (88 total damage).
Skirm uses Disengage.
Skirm is moving at extreme speed!
Aruleth the black jelly misses Skirm.
Aruleth the black jelly misses Skirm.
Aruleth the Black Jelly's mucus ooze uses Slime Spit.
Aruleth the Black Jelly's mucus ooze's mind surges with critical power!
Aruleth the Black Jelly's mucus ooze hits Skirm for (19 flat reduction), 30 nature (30 total damage).
Skirm stops regenerating health quickly.
Talent Bear Trap is ready to use.
Aruleth the black jelly uses Oozebeam.
Aruleth the black jelly's natural acid becomes more concentrated!
Aruleth the black jelly hits Skirm for (19 flat reduction), 100 acid (100 total damage).
Skirm the level 17 halfling skirmisher was corroded to death by Aruleth the black jelly on level 2 of The Maze.




























































































