












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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 27% |
| Size | small |
| Lifes / Deaths | Killed by The Shade at level 7 on the 1st Mirth 122nd year of Ascendancy at 16:36 0 / 6Killed by orc pyromancer at level 8 on the 4th Mirth 122nd year of Ascendancy at 04:32 Killed by orc pyromancer at level 9 on the 4th Mirth 122nd year of Ascendancy at 18:05 Killed by snow giant boulder thrower at level 15 on the 67th Dusk 122nd year of Ascendancy at 17:26 Killed by snow giant boulder thrower at level 16 on the 69th Dusk 122nd year of Ascendancy at 12:30 Killed by Animated vined mindstar of sand at level 18 on the 19th Haze 122nd year of Ascendancy at 22:50 |
Primary Stats
| Strength | 18 (base 17) |
| Dexterity | 59 (base 46) |
| Constitution | 14 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 11 (base 11) |
| Cunning | 40 (base 32) |
Resources
| Life | -110/576 |
| Stamina | 8/154 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325008 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.182604915697 |
| See Invisible | 39.182604915697 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 58 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +6% |
| Temporal | +11% |
| Physical | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 36.719009130622 (56.026343845506%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 10.923805221685 |
| Physical Save | 12 |
| Spell Save | 17 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 16%( 70%) |
| Cold | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% 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 Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 lone alchemist from death by gwelgoroth. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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 bloated horror heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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. |
| Quiver | tundral pouch of steel shots of accuracy (19/19, 18-21 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 19 Ranged+ +10 cold On Crit.r2 +7 cold Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 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 | prismatic iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Xanedarin the hardened leather gloves (5 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 9 temporal Ranged+ 11 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +3% nature +10% temporal Die.at -20.00 life Max.HP +40.00 Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged ash totem of thorny skin [power 33] (6/25 cooldown)2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Acc +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | gold amulet 'Pitchmistress'0.1 T3 amulet jewelry [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) S.pwr/crit +8 Dmg.mod +6% darkness +6% temporal +6% light +6% physical Res.pen +10% darkness Melee Ret 4 blight 4 darkness ----- def ----- Resists +6% mind Spell.save +6 (+4 eff.) ---------- misc Mana/turn +0.53 Max.mana +58.00 Amulets make your neck look great! |
| In main hand | Wind's kiss the cured leather sling4.0 T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 cold On Crit.r2 +4 mind On Hit: * 10% chance to slow global speed by 42% While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% mind ---------- misc Equi/ret +0.12 Hate/m.crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +35.00 A belt that goes around your waist. |
| In off hand | acidic dwarven-steel shield of resilience (0 def, 6 armour, 29-35 power, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 On Hit: * 16% chance to reduce armor by 24% While equipped: dps ---------- Melee+ 6 acid Melee Ret 6 acid ----- def ----- Armour +6 Fatigue +8% Max.HP +52.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Eremohek' (9 def, 14 armour)9.0 T3 light armor [Rare] Nature While equipped: ----- def ----- Armour +14 Defense +9 (+3 eff.) Fatigue +8% Resists +6% temporal +3% nature +3% darkness Max.HP +26.00 Disarm- +10% A suit of armour made of leather. |
Inventory
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Spell.save +4 (+3 eff.) Rings make your fingers look great! |
hateful dwarven-steel greatmaul of rage (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 darkness Against +7% Living While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +9 (+3 eff.) Massive two-handed mauls. |
Rhurek (48-77 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Hit.r1 +16 fire On Crit.r2 +8 mind While equipped: dps ---------- Res.pen +15% mind +14% physical Acc +12 (+4 eff.) Apr +10 Melee Ret 2 mind ---------- misc Max.hate +6.00 Massive two-handed swords. |
truestriking dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +12 (+4 eff.) Apr +14 Massive two-handed swords. |
arcing dwarven-steel longsword of massacre (30-43 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Sharp, long, and deadly. |
truestriking dwarven-steel longsword of corruption (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: dps ---------- Res.pen +7% physical Acc +8 (+3 eff.) Apr +5 Sharp, long, and deadly. |
slime-covered steel mace of massacre (22-31 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt/Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 42% Blunt and deadly. |
Poltergeist's Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Defense +4 (+2 eff.) Resists -10% cold Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +2% Melee+ 7 fire Dmg.mod +9% fire Res.pen +4% fire ----- def ----- Resists +6% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of acid4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of invocation (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+6 eff.) S.pwr/crit +6 Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 14.81 to 17.77 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of massacre (21-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold One-handed war axes. |
chilling steel waraxe of shearing (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 cold While equipped: dps ---------- Res.pen +7% all Acc +10 (+3 eff.) Apr +7 One-handed war axes. |
flaming steel waraxe of daylight (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +15% Undead On Hit.r1 +9 fire One-handed war axes. |
steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe of evisceration (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) One-handed war axes. |
thought-forged dwarven-steel waraxe of persecution (18-26 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 mind Against +7% Unnatural On Hit: * 15% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +6 Wil One-handed war axes. |
ancient woollen robe of Angolwen (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Wil +6 Mag dps ---------- Spell.pwr +7 (+3 eff.) S.pwr/crit +3 Dmg.mod +7% temporal +5% physical Res.pen +6% temporal +6% physical ----- def ----- Resists +9% all Anom.red +9 Silence- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 6 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane 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. |
miner's dwarven-steel helm of strength (+5) (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +13% blight +18% cold +10% nature A suit of armour made of metal plates. |
rejuvenating steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% physical Phys.save +15 (+11 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
3 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. |
6 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. |
7 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
barbed pouch of iron shots of crippling (20/20, 20-25 power, 1 apr)3.0 T1 shot ammo [Ego++] Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +15.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
6 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. |
2 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. |
4 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. |
7 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
Killed Ben Cruthdar the Cursed.By Bilbo the Halfling Skirmisher level 12
44th Dusk 122nd year of Ascendancy at 20:19 see stats
Earth Master
Killed Harkor'Zun.By Bilbo the Halfling Skirmisher level 15
68th Dusk 122nd year of Ascendancy at 09:03 see stats
Exterminator
Killed 1000 creatures.By Bilbo the Halfling Skirmisher level 18
19th Haze 122nd year of Ascendancy at 18:58 see stats
Level 10
Got a character to level 10.By Bilbo the Halfling Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 12:37 see stats
That was close
Killed your target while having only 1 life left.By Bilbo the Halfling Skirmisher level 16
69th Dusk 122nd year of Ascendancy at 10:52 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bilbo the Halfling Skirmisher level 17
5th Haze 122nd year of Ascendancy at 07:09 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Bilbo the Halfling Skirmisher level 14
56th Dusk 122nd year of Ascendancy at 03:21 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bilbo the Halfling Skirmisher level 17
4th Haze 122nd year of Ascendancy at 10:15 see stats
Log
Bilbo's Bash and Smash hits Animated Charged Focus for (66 to psi shield), 156 physical, 18 cold, (4 to psi shield), 6 temporal (180 total damage).
Talent Swift Shot is ready to use.
Burning from Animated vined mindstar of sand hits Bilbo for (24 flat reduction), (13 absorbed), 0 fire (0 total damage).
Animated vined mindstar of sand's Beyond the Flesh misses Bilbo.
Bleeding from Bilbo hits Animated Charged Focus for (7 to psi shield), 10 physical (10 total damage).
Burning from Animated vined mindstar of sand hits Bilbo for (24 flat reduction), (13 absorbed), 0 fire (0 total damage).
Animated vined mindstar of sand's Beyond the Flesh misses Bilbo.
Bleeding from Bilbo hits Animated Charged Focus for (7 to psi shield), 10 physical (10 total damage).
Animated Charged Focus uses Quick as Thought.
Animated Charged Focus speeds up.
Animated vined mindstar of sand uses Mindlash.
Your shield crumbles under the damage!
The shield around Bilbo crumbles.
Animated vined mindstar of sand hits Bilbo for (24 flat reduction), (44 absorbed), 21 physical (21 total damage).
Burning from Animated vined mindstar of sand hits Bilbo for (24 flat reduction), 13 fire (13 total damage).
Bleeding from Bilbo hits Animated Charged Focus for (6 to psi shield), 9 physical (9 total damage).
Burning from Animated vined mindstar of sand hits Bilbo for (24 flat reduction), 13 fire (13 total damage).
Animated Charged Focus speeds up.
Bleeding from Bilbo hits Animated Charged Focus for (6 to psi shield), 9 physical (9 total damage).
Burning from Animated vined mindstar of sand hits Bilbo for (24 flat reduction), 13 fire (13 total damage).
Animated Charged Focus stops bleeding.
Animated vined mindstar of sand uses Mindlash.
Animated vined mindstar of sand's mind surges with critical power!
Bilbo tries to evade attacks.
Animated vined mindstar of sand hits Bilbo for (24 flat reduction), 110 physical (110 total damage).
Bilbo the level 18 halfling skirmisher was smashed to death by a Animated vined mindstar of sand on level 3 of Ruined halfling complex.






















































































