












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! 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.
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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 21 / 5% |
Size | small |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 41st Pyre 123rd year of Ascendancy at 19:08 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 52 (base 42) |
Constitution | 23 (base 10) |
Magic | 28 (base 10) |
Willpower | 16 (base 10) |
Cunning | 75 (base 50) |
Resources
Life | -92/512 |
Stamina | 54/175 |
Healing Factor | 1.329902221182 |
Regeneration | 0.33247555529563 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 6 |
See Stealth | 44.429186789964 |
See Invisible | 44.429186789964 |
Stealth | 64 |
Offense: Mainhand
Damage | 77 |
Accuracy | 42 |
Crit Chance | 38% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 42 |
Crit Chance | 34% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Light | +28% |
Temporal | +5% |
Physical | +19% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Light | +25% |
Defense: Base
Armour (hardiness) | 8 (57.155997060385%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 27 |
Mental Save | 23 |
Defense: Resistances
Light | + 36%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 21%( 70%) |
Arcane | + 20%( 70%) |
Mind | + 18%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 50% |
Confusion Resistance | 25% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. 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 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 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 656% 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 Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stealth |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * '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 bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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 vial of wight ectoplasm. | 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 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: Stats +5 Lck +3 Dex defense ------ Armor +1 Stealth +5 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego+] Arcane Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +5.0% Capacity 54 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +6% physical Ignore resists +5% light defense ------ Armor +1 Fatigue +1% Unlife -20.00 life A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 5 temporal On-Ranged-Hit 7 temporal Damage +5% temporal defense ------ Armor +2 Resistance +8% temporal 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 | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats -5 Lck defense ------ Defense +5 (+1 eff.) Physical save -10 (-10 eff.) Spell save -10 (-5 eff.) Mind save -10 (-6 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) 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. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +27.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 18.92 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Healmod +12% Cut Resist +50% Confus Resist +25% Heal: Puts all charms on 29 turn cooldown Effective talent level: 3.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +8 Cun +5 Lck offense ------ Against +17% Summoned defense ------ Resist Against +15% Summoned Stealth +5 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 light Damage Against +10% Undead On-Hit, radius 1 +4 light On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: Stats +2 Str +1 Con offense ------ Damage +9% light Ignore resists +20% light Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Armor +4 Defense +7 (+2 eff.) Physical save +11 (+7 eff.) Spell save +16 (+8 eff.) Mind save +11 (+6 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +2 Str +8 Con offense ------ Damage +6% fire +9% light +13% physical Ignore resists +10% fire defense ------ Resistance +13% physical +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 nature, 5 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Con offense ------ Ignore resists +5% darkness defense ------ Resistance +5% arcane +9% nature Healmod +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 other ------- Masteries +0.11 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +10 lightning +6 cold While equipped: Stats +1 Cun offense ------ Move Speed +22% Damage +3% mind Ignore resists +5% lightning +8% cold defense ------ Resistance +9% nature +3% cold Confus Resist +10% other ------- Light +1 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness +8 lightning Damage Against +6% Living While equipped: offense ------ Ignore resists +5% acid +20% physical When Hit 8 lightning defense ------ Defense +10 (+3 eff.) Resistance +6% acid Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +3 Cun +4 Con Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane Weapon Damage 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 blight +10 temporal On Hit: 20% Epidemic level 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 14 While equipped: defense ------ Resistance +10% temporal Disease Resist +10% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +2% Spellpower +11 (+5 eff.) Damage +15% lightning defense ------ Defense +6 (+2 eff.) Life Regen +0.70 Healmod +10% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 1.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.81 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 temporal On-crit, radius 2 +16 arcane While equipped: Stats +4 Dex +2 Cun defense ------ Resistance +5% arcane +10% temporal other ------- See Invisibility +9 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +11 (+5 eff.) Damage +7% all defense ------ Resistance +9% all other ------- Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +3 Rush: Puts all charms on 21 turn cooldown Effective talent level: 1.3 Power cost 21 out of 25/25. Range 6 Cooldown: 35 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. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Dex +6 Con defense ------ Armor +2 Fatigue +3% Resistance +5% arcane +9% fire Unlife -80.00 life Life Regen +4.00 other ------- Stamina/turn +0.90 Max stamina +19.00 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. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +5% arcane defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.70 Max stamina +16.00 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) On-Hit 7 darkness Damage +3% darkness defense ------ Armor +2 Fatigue +3% Resistance +7% darkness 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +2 Cun offense ------ Spell Crit +2% Damage +18% blight +7% arcane Ignore resists +25% blight defense ------ Armor +1 Fatigue +1% other ------- Infravision +3 A cap made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +10% blight +14% darkness Life +22.00 Life Regen +4.00 Healmod +11% other ------- Light +1 A suit of armour made of leather. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +5 (+2 eff.) other ------- Light +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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 202 physical damage Puts all charms on 13 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 378 Base Damage: 165 Armor: 4 All Resist: 6 Puts all charms on 21 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (164 total damage) Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sionnn the Halfling Rogue level 13
79th Dusk 122nd year of Ascendancy at 03:58 see stats
By Sionnn the Halfling Rogue level 19
12nd Pyre 123rd year of Ascendancy at 04:25 see stats
By Sionnn the Halfling Rogue level 10
59th Dusk 122nd year of Ascendancy at 15:44 see stats
By Sionnn the Halfling Rogue level 20
13rd Pyre 123rd year of Ascendancy at 10:17 see stats
By Sionnn the Halfling Rogue level 18
55th Regrowth 123rd year of Ascendancy at 18:40 see stats
By Sionnn the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 13:46 see stats
By Sionnn the Halfling Rogue level 7
1st Mirth 122nd year of Ascendancy at 10:50 see stats
By Sionnn the Halfling Rogue level 18
58th Regrowth 123rd year of Ascendancy at 06:20 see stats
Log
Hurricane from Urkis, the High Tempest hits Sionnn for (44 to ice), 66 lightning (66 total damage).
Sionnn shrugs off some effects!
Sionnn is free from the ice.
Sionnn uses Shadow Dance.
You begin your Shadow Dance.
Sionnn uses Venomous Throw.
Thunderstorm hits Sionnn for 44 lightning damage.
Sionnn is dazed!
Urkis, the High Tempest casts Nova.
Urkis, the High Tempest hits Sionnn for 99 lightning damage.
Sionnn is not dazed anymore.
Sionnn's Venomous Throw performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest is disarmed!
Urkis, the High Tempest is poisoned!
Urkis, the High Tempest slows down.
Sionnn receives 6 healing from Bloodcaller.
Sionnn's Venomous Throw hits Urkis, the High Tempest for 186 nature, 4 temporal, 14 light (204 total damage).
Hurricane from Urkis, the High Tempest hits Sionnn for 81 lightning damage.
Sionnn uses Infusion: Movement.
Sionnn is moving at extreme speed!
Poison from Sionnn hits Urkis, the High Tempest for 16 nature damage.
Talent Infusion: Healing is ready to use.
Hurricane from Urkis, the High Tempest hits Sionnn for 105 lightning damage.
Sionnn the level 21 halfling rogue was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You end your Shadow Dance.
Stealth is still on cooldown for 6 turns.