










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 19 / 77% |
Size | big |
Lifes / Deaths | Killed by skeleton mage at level 11 on the 24th Haze 122nd year of Ascendancy at 10:25 0 / 6Killed by Bethimiwyn the rogue at level 12 on the 34th Haze 122nd year of Ascendancy at 08:43 Killed by Bethimiwyn the rogue at level 12 on the 34th Haze 122nd year of Ascendancy at 10:02 Killed by corrupted broken golem at level 18 on the 6th Allure 123rd year of Ascendancy at 02:39 Killed by Hobo Saggins at level 18 on the 17th Regrowth 123rd year of Ascendancy at 17:08 Killed by corrupted mastocytic feeder at level 19 on the 36th Regrowth 123rd year of Ascendancy at 20:53 |
Primary Stats
Strength | 9.7075341109317 (base 15) |
Dexterity | 39.707534110932 (base 39) |
Constitution | 32.707534110932 (base 40) |
Magic | 13 (base 10) |
Willpower | 13 (base 10) |
Cunning | 19 (base 12) |
Resources
Life | -83/491 |
Stamina | 182/204 |
Healing Factor | 1.057810256815 |
Regeneration | 43.530080195587 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 15 |
Offense: Mainhand
Damage | 59 |
Accuracy | 50 |
Crit Chance | 24% |
APR | 10 |
Speed | 0.75 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Lightning | +6% |
Mind | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (70.376569037657%) |
Defense | 59 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 10 |
Mental Save | 26 |
Defense: Resistances
Nature | + 12%( 74%) |
Lightning | + 45%( 74%) |
Cold | + 21%( 74%) |
Mind | -3%( 74%) |
Blight | + 12%( 74%) |
Acid | -2%( 74%) |
Fire | + 9%( 74%) |
All | -10%( 74%) |
Defense: Immunities
Knockback Resistance | 10% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Dexterity 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 121 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.25 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Effects
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 13.20 blight damage per turn. Blight Poison |
detrimental effect | The target is infected by a disease, reducing its strength by 12 and doing 23.20 blight damage per turn. Weakness Disease |
detrimental effect | The target is poisoned, taking 13.20 blight damage per turn and decreasing all heals received by 56%. Insidious Blight |
beneficial effect | A flow of life spins around the target, regenerating 39.00 life per turn. Regeneration |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
detrimental effect | The target is infected by a disease, reducing its dexterity by 12 and doing 23.20 blight damage per turn. Decrepitude Disease |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target is recovering 18 life each turn. Recovery |
detrimental effect | The target is infected by a disease, reducing its constitution by 12 and doing 34.80 blight damage per turn. Rotting Disease |
beneficial effect | The target has 33% chance to evade melee and ranged attacks and gains 32 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the 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 +1. | 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 +2. | done |
You failed to protect the lost warrior from death by Hobo Saggins. Escort: lost warrior (level 1 of Old Forest) | failed |
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 talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You 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. * 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 precision. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Cun +6 Lck dps ---------- Melee Ret 16 fire ----- def ----- Armour +1 Fatigue -1% Stealth +6 ---------- misc See.Invis +9 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego++] Master/Psionic Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +14.0% Capacity 19 Ranged+ +17 darkness Against +11% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.81 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.81 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +3% Resists +7% acid +25% lightning +8% cold +6% mind +17% fire Mind.save +20 (+10 eff.) A cap made of leather. |
Tool | ![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +9 See.Invis +6 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 lightning Dmg.mod +6% lightning +12% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Resists +25% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Crit.mult +6.00% Dmg.mod +9% physical Acc +2 (+1 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +9 (+2 eff.) Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phasing +20% ----- def ----- Armour +10 Defense +12 (+3 eff.) Rng.Def +6 (+2 eff.) Res.Cap +4% all Phys.save +19 (+9 eff.) Die.at -80.00 life HP.reg +0.20 Heal.mod +10% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 236 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +5 Dex +3 Mag +3 Cun +2 Con ---------- misc See.Invis +6 Amulets can have magical properties. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Disrupt/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 5% Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Disrupt Power 12.5 - 16.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +24 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% acid +6% fire +6% cold +3% temporal Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) 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. |
![]() 4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +3 Dex +6 Mag +3 Cun +3 Con dps ---------- Res.pen +21% physical ---------- misc Infravis +1 See.Invis +6 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Rare] Nature Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 16 Ranged+ +30 insidious poison +8 lightning On Hit.r1 +4 lightning On Crit.r2 +16 lightning On Hit: * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Arcane/Psionic Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Rld cld 6 Ranged+ +11 blight +11 mind On Hit: * 15% chance to cause random gloom * 11% chance to disease Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Nature Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Ranged+ +8 nature +7 temporal Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +15% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +11% light ----- def ----- Resists +16% light Spell.save +17 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor Reqs Str 14 [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +13.0% Melee+ 6 fire Ranged+ 7 fire Acc +4 (+1 eff.) ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Resists +15% physical +13% fire A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% cold +11% light +11% darkness A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +15% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +3% mind ----- def ----- Armour +6 ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Create a temporary shield that absorbs 191 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Spell.save +8 (+8 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Light +4 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. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 200/400 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+3 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 32 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% lightning +6% cold +9% nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Hobo Saggins the Cornac Archer level 14
65th Haze 122nd year of Ascendancy at 07:57 see stats
By Hobo Saggins the Cornac Archer level 19
36th Regrowth 123rd year of Ascendancy at 16:41 see stats
By Hobo Saggins the Cornac Archer level 18
5th Allure 123rd year of Ascendancy at 09:53 see stats
By Hobo Saggins the Cornac Archer level 10
10th Haze 122nd year of Ascendancy at 12:46 see stats
By Hobo Saggins the Cornac Archer level 9
6th Haze 122nd year of Ascendancy at 03:17 see stats
By Hobo Saggins the Cornac Archer level 8
1st Flare 122nd year of Ascendancy at 17:11 see stats
By Hobo Saggins the Cornac Archer level 18
18th Regrowth 123rd year of Ascendancy at 03:16 see stats
Log
Decrepitude Disease from Corrupted plasmic disruptor hits Hobo Saggins for 18 blight damage.
Blight Poison from Corrupted mastocytic feeder hits Hobo Saggins for 10 blight damage.
Insidious Blight from Corrupted mastocytic feeder hits Hobo Saggins for 10 blight damage.
Something misses Hobo Saggins.
Hobo Saggins deflects the projectile from Something but fumbles!
Hobo Saggins evades Something.
Hobo Saggins uses Infusion: Regeneration.
Hobo Saggins starts regenerating health quickly.
Hobo Saggins resists!
Something hits Hobo Saggins for 10 blight damage.
Something hits Hobo Saggins for 10 blight damage.
Something hits Hobo Saggins for 14 acid damage.
Something hits Hobo Saggins for 17 acid damage.
Something hits Hobo Saggins for 15 acid damage.
Something hits Hobo Saggins for 19 acid damage.
Something hits Hobo Saggins for 75 nature damage.
Hobo Saggins feels pain again.
Talent Steady Shot is ready to use.
Hobo Saggins receives 19 healing.
Weakness Disease from Corrupted plasmic disruptor hits Hobo Saggins for 18 blight damage.
Rotting Disease from Corrupted plasmic disruptor hits Hobo Saggins for 26 blight damage.
Decrepitude Disease from Corrupted plasmic disruptor hits Hobo Saggins for 18 blight damage.
Blight Poison from Corrupted mastocytic feeder hits Hobo Saggins for 10 blight damage.
Insidious Blight from Corrupted mastocytic feeder hits Hobo Saggins for 10 blight damage.
Something misses Hobo Saggins.
Hobo Saggins evades Something.
Hobo Saggins evades Something.
Hobo Saggins evades Something.
Saving game...