













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
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 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 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 | Madness Roguelike |
Sex | Female |
Race | Halfling |
Class | Adventurer |
Level / Exp | 11 / 28% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 46 (base 34) |
Dexterity | 42 (base 34) |
Constitution | 54 (base 34) |
Magic | 47 (base 34) |
Willpower | 39 (base 34) |
Cunning | 39 (base 34) |
Resources
Mana | 175/175 |
Negative | 60/60 |
Life | 516/516 |
Paradox | 300 |
Soul | 10/10 |
Hate | 50/100 |
Equilibrium | 20 |
Vim | 163/163 |
Insanity | 0/100 |
Positive | 60/60 |
Stamina | 182/182 |
Psi | 228/228 |
Healing Factor | 1.3497803169826 |
Regeneration | 33.358639428791 |
Speed
Mental | +2.61773376059% |
Attack | +2.61773376059% |
Movement | +92.89026520981% |
Spell | 0% |
Global | +129.50674828931% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 88.769462099987 |
See Invisible | 78.769462099987 |
Offense: Mainhand
Damage | 74 |
Accuracy | 61 |
Crit Chance | 55% |
APR | 29 |
Speed | 0.97 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 23% |
Speed | 0.97449043489211 |
Offense: Damage Bonus
Darkness | +26% |
Lightning | +14% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.546329491932 (86.437502051092%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 45.4 |
Spell Save | 45.7 |
Mental Save | 46 |
Defense: Resistances
Acid | + 54%( 70%) |
Physical | + 18%( 70%) |
Cold | + 40%( 70%) |
All | + 12%( 70%) |
Darkness | + 20%( 70%) |
Light | + 45%( 70%) |
Temporal | + 28%( 70%) |
Fire | + 51%( 70%) |
Lightning | + 40%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 20% |
Knockback Resistance | 25% |
Confusion Resistance | 92% |
Stun Resistance | 100% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (4/5)
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cunning / Artifice | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Discharge | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Ambush | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Agility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Scourge drake | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Friend of the worm | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Controlled horrors | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Path of horror | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Spellblaze | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Slow death | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Tentacles | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Doom covenant | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Demented / Doom | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Halfling | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Insidious Poison |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Jinxed Touch |
talent | Apply Poison |
talent | Chaos Orbs |
talent | Hymn of Perseverance |
talent | Shock Hands |
talent | Shadow Combat |
talent | Raze |
talent | Crippling Poison |
beneficial effect | Countering melee attacks: Has a 45% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% blight ----- def ----- Armour +3 Fatigue +2% Resists +12% fire Phys.save +3 (+0 eff.) Silence- +10% Disengage: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag +2 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% light Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 174.58 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +25% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% darkness Melee Ret 2 light ----- def ----- Resists +12% light +6% darkness A belt that goes around your waist. |
Main armor | ![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +1 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid +12% temporal ---------- misc Mana/s.crit +1.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +16 (+4 eff.) Resists +3% darkness +1% physical Phys.save +9 (+1 eff.) Mind.save +6 (+2 eff.) Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() 3.0 T1 longsword 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 darkness +4 cold Against +6% Living On Hit.r1 +8 cold While equipped: ----- def ----- Resists +3% light +6% temporal Sharp, long, and deadly. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 Physical Uses 50% Cun, 0% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce damage dealt by 22% While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Resists +3% blight Sharp, short and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 20.0 - 28.0 Physical Uses 100% Mag Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit.r1 +7 fire While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +6% nature One-handed war axes. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Mag Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +12 blight On Crit.r2 +11 light +11 fire While equipped: Stats +1 Wil dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +2 On shield block: * Deals 148 light and fire damage to each enemy blocked ----- def ----- Armour +2 Fatigue +8% Resists +5% light +5% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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.(95 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 331/400 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 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. |
![]() 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Timid Thea the Halfling Adventurer level 8
28th Haze 122nd year of Ascendancy at 02:12 see stats
By Timid Thea the Halfling Adventurer level 10
50th Haze 122nd year of Ascendancy at 11:25 see stats
By Timid Thea the Halfling Adventurer level 9
49th Haze 122nd year of Ascendancy at 21:29 see stats
By Timid Thea the Halfling Adventurer level 7
79th Pyre 122nd year of Ascendancy at 05:48 see stats
Log
You gain 1.32 gold from the melting of impenetrable iron plate armour of spell shielding (0 def, 13 armour).
You gain 1.37 gold from the melting of cured leather armour of resilience (6 def, 4 armour).
You collect a new ingredient: lump of iron (1).
You gain 1.76 gold from the melting of impenetrable iron mail armour of acid resistance (2 def, 10 armour).
You gain 6.55 gold from the melting of rough leather cap 'Yaratodir' (5 def, 1 armour).
You collect a new ingredient: lump of iron (1).
You gain 1.14 gold from the melting of miner's iron helm of dexterity (+2) (0 def, 5 armour).
You gain 0.44 gold from the melting of insulating rough leather cap (0 def, 1 armour).
You gain 0.44 gold from the melting of insulating rough leather cap (0 def, 1 armour).
You gain 1.85 gold from the melting of rough leather gloves of strength (+3) (0 def, 1 armour).
You gain 1.11 gold from the melting of traveler's pair of rough leather boots (0 def, 1 armour).
You gain 8.66 gold from the melting of Demonlord (0 def, 2 armour).
You gain 6.08 gold from the melting of Delyduchak (0 def, 1 armour).
You gain 0.60 gold from the melting of resilient linen cloak (1 def, 0 armour).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 7.53 gold from the melting of Ivitira the Blindsorrow (2-2 power, 12 apr, mind damage).
You collect a new ingredient: lump of iron (1).
You gain 1.03 gold from the melting of flaming iron greatsword (18-30 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 3.18 gold from the melting of thought-forged iron dagger of daylight (10-14 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.75 gold from the melting of acidic iron dagger (10-14 power, 5 apr).
You gain 0.75 gold from the melting of copper ring of corrosion (+22%).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.13 gold from the melting of healing infusion of the warrior (heal 136; cd 10).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
A shield forms around Timid Thea.