











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Sun Paladin |
| Level / Exp | 19 / 24% |
| Size | small |
| Lifes / Deaths | Killed by Hami at level 19 on the 12nd Dusk 122nd year of Ascendancy at 12:47 / 1 |
Primary Stats
| Strength | 49 (base 47) |
| Dexterity | 18 (base 13) |
| Constitution | 16 (base 10) |
| Magic | 36 (base 36) |
| Willpower | 10 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -121/619 |
| Positive | 26/104 |
| Stamina | 164/166 |
| Healing Factor | 1.3045771506545 |
| Regeneration | 12.719627218881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| All | 0% |
| Physical | +6% |
| Mind | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Physical | +15% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.551211628464 (73.607947236566%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 13 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Lightning | + 11%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 64% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| 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 227 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 93 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | Belatha (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue -3% Resists +6% mind Phys.save +9 (+4 eff.) Max.HP +20.00 HP.reg +2.00 ---------- misc Max.enc +24 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +43.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Betymina (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% physical Res.pen +15% physical Apr +5 On Hit (Melee): * 10% chance to reduce all saves and defense by 9 ----- def ----- Armour +7 Fatigue +1% ---------- misc Stam/turn +1.00 A cap made of leather. |
| On hands | Cyruriavena the iron gauntlets (20 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 34% ----- def ----- Armour +1 Defense +20 (+7 eff.) Fatigue +1% Resists +12% acid +3% darkness +5% arcane +6% nature +3% lightning Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of healing 'Gleamzeal' [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +10% light Apr +1 ----- def ----- Defense +15 (+5 eff.) Die.at -40.00 life Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savage's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +12 (+6 eff.) HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.stam +12.00 Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Polebremira the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +19 Lck dps ---------- Dmg.mod +3% mind Acc +18 (+6 eff.) ----- def ----- Defense +12 (+4 eff.) Fatigue -6% Resists +6% acid +5% arcane +6% darkness Unseen.red 23% HP.reg +2.00 Amulets make your neck look great! |
| In main hand | Zubuna the steel longsword (18-25 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Phasing +30% Melee+ +5 light +5 cold Against +7% Undead While equipped: dps ---------- Spell.crit +1% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Sharp, long, and deadly. |
| 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 | dwarven-steel shield 'Alamnir' (0 def, 6 armour, 32-38 power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: Stats +4 Cun dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) Melee Ret 4 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +3% nature ---------- misc Hate/m.crit +3.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Cloudquake the linen cloak (1 def, 12 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +12 Defense +1 (+0 eff.) Resists +5% arcane +12% cold Heal.mod +5% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cutharomihek the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 9 ----- def ----- Armour +9 Fatigue +22% Resists +7% acid +6% physical +3% blight +7% fire +8% lightning +5% cold Max.HP +39.00 HP.reg +3.50 Heal.mod +10% Disarm- +21% Stun/Frz- +21% Knockbk- +20% ---------- misc Stam/turn +0.70 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (speed 568%; cd 18)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 69; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 197; dur 5; cd 18)0.1 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 197 damage for 5 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. |
stormshield rune of the sneak (threshold 2; blocks 2; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 2 up to 2 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 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... |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Smearglean0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+5 eff.) Dmg.mod +9% nature Res.pen +10% acid Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce armor by 26% Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 75.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Vorekira (18-24 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +1 Mag ----- def ----- Mind.save +9 (+7 eff.) Cut- +20% Sharp, long, and deadly. |
steel longsword (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
iron mace (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
acidic iron waraxe of massacre (15-21 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 One-handed war axes. |
Mireschism1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% nature ----- def ----- Resists +5% fire +6% nature +6% cold Crit.chn- 5.00% ---------- misc See.Invis +6 A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Phys.save +5 (+2 eff.) A belt that goes around your waist. |
Emith the linen cloak (23 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex ----- def ----- Defense +23 (+8 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelikalthokor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +18 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +7 (+6 eff.) Disarm- +22% Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% darkness Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 8% Metal gloves protecting the hands up to the middle of the lower arm. |
Isotta (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +11% cold +9% nature ---------- misc Equi/ret +0.08 Psi/ret +0.20 Infravis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
miner's iron helm of strength (+2) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Koryrin (7 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +12% Resists +15% lightning +3% cold Die.at -60.00 life A suit of armour made of mail. |
enlightening steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+6 eff.) Mind.save +12 (+9 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of stability (3 def, 17 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +8% physical Phys.save +11 (+5 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid HP.reg +2.70 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% fire HP.reg +4.70 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
enlightening steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +12 (+9 eff.) A suit of armour made of metal plates. |
Fulonaribar (0 def, 2 armour, 10-12 power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +16 On Hit.r1 +8 physical While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% acid +2% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Tundraripper the dwarven-steel shield (0 def, 6 armour, 31-37 power, 78 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Disrupt When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +8 light On Crit.r2 +8 light +12 cold While equipped: dps ---------- Dmg.mod +15% cold Melee Ret 4 cold ----- def ----- Armour +6 Fatigue +8% Resists +13% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 8-9 power, 15.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+18%) (0 def, 3 armour, 11-13 power, 45.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +46 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield (0 def, 6 armour, 28-33 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: Stats +7 Str +3 Dex dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling steel shield of acid resistance (+16%) (0 def, 4 armour, 10-13 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +16% acid +12% physical Shield.near.proj +16 Proj.slow +11% ---------- misc Talents +1 Block Handheld deflection devices. |
8 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. |
148 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+6 eff.) ---------- misc Light +6 See.Stealth +10 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
7 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. |
6 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
Fool of a Took! (Insane (Roguelike) difficulty)
Killed oneself as a halfling.By Hami the Halfling Sun Paladin level 19
12nd Dusk 122nd year of Ascendancy at 12:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hami the Halfling Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 12:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hami the Halfling Sun Paladin level 7
78th Pyre 122nd year of Ascendancy at 17:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hami the Halfling Sun Paladin level 16
10th Flare 122nd year of Ascendancy at 10:54 see stats
Log
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Hami uses Infusion: Regeneration.
Hami starts regenerating health quickly.
Hami deactivates Retribution.
Hami unleashes the stored damage in retribution!
Hami receives 5 healing from Shield of Light.
Hami hits Hami for (9 absorbed) damage.
Hami uses Infusion: Healing.
Hami receives 192 healing from Infusion: Healing.
Hami casts Path of the Sun.
Hami receives 5 healing from Shield of Light.
Hami deactivates Second Life.
Hami has been healed by a blast of positive energy!
Hami receives 5 healing from Shield of Light.
Hami receives 182 healing.
Hami's spell attains critical power!
Hami is filled with the Sun's fury!
New Achievement: Fool of a Took! (Insane (Roguelike) difficulty)!
Talent Rune: Shatter Afflictions is ready to use.
Talent Barrier is ready to use.
Hami receives 8 healing from Shield of Light.
Hami the level 19 halfling sun paladin suffocated to death on level 3 of Sandworm lair.

































































































