












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/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 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 12 / 96% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 12 on the 36th Haze 122nd year of Ascendancy at 20:48 / 1 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 41 (base 37) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 11) |
| Cunning | 27 (base 24) |
Resources
| Life | -30/395 |
| Stamina | 53/143 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 0.28432238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 28.547474534137 |
| See Invisible | 28.547474534137 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 51 |
| Crit Chance | 11% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +10% |
| Lightning | +21% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.764593763945 (59.794990797553%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 9 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Acid | + 9%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 6%( 70%) |
| Mind | + 12%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 36%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 105 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% 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. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 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 |
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 failed to protect the lost defiler from death by gloomy black bear. Escort: lost defiler (level 1 of Heart of the Gloom) | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive 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 within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Mayulrada' (0 def, 1 armour) =3str=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +1 Resists +3% mind Phys.save +3 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Rush: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | pouch of iron shots 'Offalknight' (12/15, 110% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 110% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +4 mind +4 fire +11 nature On Hit.r1 +4 nature On Crit.r2 +8 mind On Hit: * 20% chance to slow global speed by 41% * 10% chance to reduce all saves and defense by 15 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.(58 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Daywill (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Die.at -20.00 life Max.HP +20.00 Disarm- +20% ---------- misc Light +1 Infravis +2 A cap made of leather. |
| Tool | piercing elm totem of healing [power 116] (2/11 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On hands | Rainoozer the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid +9% cold ----- def ----- Armour +1 Resists +6% acid +9% fire +6% mind Max.HP +20.00 Knockbk- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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 main hand | ranger's rough leather sling of lightning4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
| Main armor | Silenne the rough leather armour (3 def, 12 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +6% Resists +3% acid +12% physical +3% darkness +11% fire +3% lightning Mind.save +12 (+6 eff.) A suit of armour made of leather. |
| In off hand | iron shield 'Samidin' (0 def, 2 armour, 96% power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Fatigue +8% Resists +16% fire +3% mind +3% darkness Mind.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Chargewreck' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% mind +5% lightning ----- def ----- Defense +11 (+3 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
Inventory
regeneration infusion (heal 71; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 71 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
balanced iron battleaxe of massacre (121% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +29% Massive two-handed battleaxes. |
steel battleaxe of erosion (118% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Nature Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature Massive two-handed battleaxes. |
Eilinunn (97% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 97% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +8.0% Atk.spd 100% On Crit.r2 +12 physical On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Spell.save +3 (+3 eff.) Sharp, short and deadly. |
Loamraze (104% power, 6 apr) =6con=1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature/Psionic Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +6 Con +7 Wil dps ---------- Res.pen +20% nature ----- def ----- Resists +3% light Max.HP +26.00 Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) =20dex=1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
balanced steel dagger of crippling (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
steel dagger 'Satyrviper' (105% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 106% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +5% Undead On Hit: * 20% chance to reduce strength, dexterity, and constitution by 6 * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +5% acid +3% blight Res.pen +8% acid +6% physical +10% nature Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
mighty elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+6 eff.) Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
arcing steel longsword of the mystic (107% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +6 (+6 eff.) Sharp, long, and deadly. |
iron longsword 'Shadowquench' (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +8 fire While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +6 All.spd +2% Dmg.mod +3% blight Res.pen +6% fire Melee Ret 4 darkness ---------- misc Mana/turn +0.12 Sharp, long, and deadly. |
horrifying vined mindstar of balance (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Phys.save +3 (+3 eff.) Spell.save +2 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +1.00 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. |
mighty rough leather sling of fire4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
balanced iron waraxe of phasing (102% power, 8 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +11% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% One-handed war axes. |
Cracklegrind1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +15 (+5 eff.) Resists +9% lightning +5% arcane Max.HP +20.00 HP.reg +0.80 Heal.mod +10% Cut- +10% A belt that goes around your waist. |
rough leather belt 'Morningfame'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Wil dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +10% light ----- def ----- Resists +3% light Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+6 eff.) 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. |
thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +11% light ----- def ----- Resists +16% light +7% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregadas the Brightspar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% blight Res.pen +5% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +6% fire Rush: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mirescar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Dmg.mod +3% nature +6% fire Res.pen +10% mind Apr +3 On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue +2% Resists +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
iron gauntlets of regeneration (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +2.10 ---------- misc Stam/turn +0.40 Psi/turn +0.10 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mucuswither (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +5% Resists +3% fire +11% light +10% darkness ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) =3con=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Bogquick' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire Res.pen +5% cold On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +16% fire ---------- misc Light +2 A pointy cloth hat, very wizardly... |
linen wizard hat 'Prismjustice' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +12% cold ---------- misc Light +2 A pointy cloth hat, very wizardly... |
rough leather cap 'Emiwe' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +15 (+8 eff.) Spell.pwr +15 (+12 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
Treeimmortal the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +3% nature Res.pen +5% mind ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +6% mind +3% nature Mind.save +10 (+5 eff.) ---------- misc Equi/ret +0.08 Max.psi +20.00 A suit of armour made of mail. |
iron mail armour of clarity (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
rejuvenating iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Max.HP +25.00 HP.reg +3.80 Heal.mod +11% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
Weepraze the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% nature +17% cold A suit of armour made of leather. |
cleansing rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +10% nature +6% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots of wind (7/13, 107% power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 107% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 13 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage Shots are used with slings to pummel your foes to death. |
Galepiety the iron torque of clear mind [power 1] (2/18 cooldown) =2con=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +2 Con ----- def ----- Resists +3% lightning +12% acid Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 18 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Islema [power 110] (2/15 cooldown) =2con=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Con ----- def ----- Resists +1% physical Spell.save +3 (+3 eff.) Die.at -20.00 life Silence- +20% Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of conjuration [power 175] (2/11 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 212 lightning damage Puts all charms on 11 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
3 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Over 9000 Deaths the Halfling Skirmisher level 10
7th Dusk 122nd year of Ascendancy at 00:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Over 9000 Deaths the Halfling Skirmisher level 10
7th Dusk 122nd year of Ascendancy at 00:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Over 9000 Deaths the Halfling Skirmisher level 7
4th Mirth 122nd year of Ascendancy at 01:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Over 9000 Deaths the Halfling Skirmisher level 7
1st Summertide 122nd year of Ascendancy at 01:33 see stats
Log
Thief uses Disarm.
Thief performs a melee critical strike against Over 9000 Deaths!
Over 9000 Deaths is disarmed!
Thief hits Over 9000 Deaths for (19 flat reduction), 42 physical, (16 flat reduction), 0 physical, (6 flat reduction), 0 mind (42 total damage).
Over 9000 Deaths is less vulnerable.
Talent Disengage is ready to use.
Talent Infusion: Wild is ready to use.
Talent Luck of the Little Folk is ready to use.
Deadly Poison from Thief hits Over 9000 Deaths for (19 flat reduction), 53 nature (53 total damage).
Over 9000 Deaths uses Evasion.
Over 9000 Deaths tries to evade attacks.
Over 9000 Deaths uses Disengage.
Over 9000 Deaths is moving at extreme speed!
Thief is less vulnerable.
Deadly Poison from Thief hits Over 9000 Deaths for (19 flat reduction), 53 nature (53 total damage).
Over 9000 Deaths speeds up.
Deadly Poison from Thief hits Over 9000 Deaths for (19 flat reduction), 53 nature (53 total damage).
Thief misses Over 9000 Deaths.
Thief hits Over 9000 Deaths for (13 flat reduction), 0 physical, (3 flat reduction), 0 mind (0 total damage).
Over 9000 Deaths uses Tumble.
Over 9000 Deaths slows down.
Over 9000 Deaths wears (replacing Galepiety the iron torque of clear mind [power 1] (3/18 cooldown) =2con=): piercing elm totem of healing [power 116] (11 cooldown).
Talent Bash and Smash is ready to use.
Deadly Poison from Thief hits Over 9000 Deaths for (19 flat reduction), 53 nature (53 total damage).
Over 9000 Deaths the level 12 halfling skirmisher was slimed to death by a thief on level 1 of Ruins of Kor'Pul.


























































































