












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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 12 / 97% |
| Size | small |
| Lifes / Deaths | Killed by Emariarin the Thug at level 12 on the 24th Dusk 122nd year of Ascendancy at 13:19 / 2Killed by Bandit Leader Emelenn at level 12 on the 24th Dusk 122nd year of Ascendancy at 15:31 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 43 (base 37) |
| Constitution | 11 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 11 (base 11) |
| Cunning | 28 (base 24) |
Resources
| Life | -13/336 |
| Stamina | 136/146 |
| Healing Factor | 1.1197162075846 |
| Regeneration | 6.9982262974038 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 29.04594975701 |
| See Invisible | 29.04594975701 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Lightning | +6% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 28.683544434606 (87.399401742899%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Trapping | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | 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 spell save by +12. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Eilinoth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Mag dps ---------- Phys.crit +3.0% Phys.pwr +3 (+2 eff.) Mind.pwr +10 (+5 eff.) Apr +3 ----- def ----- Armour +1 ---------- misc Psi/ret +0.20 Max.hate +2.00 A pair of boots made of leather. |
| Quiver | blazing pouch of steel shots of wind (19/20, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Proj.spd +200% Ranged+ +12 fire On Crit.r2 +6 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc 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. |
| On head | stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) A cap made of leather. |
| On hands | Belunik (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% arcane Melee Ret 2 mind ----- def ----- Armour +1 Resists +3% acid +9% mind HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
| On fingers | savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Galewedge'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% acid HP.reg +2.00 Blind- +10% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| Around neck | gold amulet of murder0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +10 Amulets make your neck look great! |
| In main hand | halfling rough leather sling4.0 T1 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Dmg.mod +8% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 26-37 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 26.5 - 37.1 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sparkparry (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% arcane +12% lightning Max.HP +23.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
healing infusion (heal 60; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 44; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 44.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 120; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 120 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Poxgrind0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% fire Res.pen +15% nature ----- def ----- Defense +5 (+1 eff.) Resists +6% mind +1% physical Mind.save +9 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
titan's gold ring of lightning (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
steel battleaxe (18-28 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Normal] Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Blastripper the steel dagger (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature +8 lightning Against +5% Unnatural On Hit.r1 +4 lightning While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Res.pen +15% mind Sharp, short and deadly. |
acidic iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
acidic steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
balanced iron dagger of erosion (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
balanced steel dagger of persecution (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +7% Unnatural While equipped: Stats +1 Wil dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
inquisitor's steel dagger of amnesia (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Disrupt/Psionic Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Deals 41 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron greatsword of erosion (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Nature Power 17.5 - 28.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 nature Massive two-handed swords. |
steel greatsword of massacre (30-49 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 30.5 - 48.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 lightning While equipped: dps ---------- Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
acidic iron longsword of massacre (18-25 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
steel longsword of corruption (13-18 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Impotence 2 Sharp, long, and deadly. |
steel longsword of paradox (15-21 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 temporal While equipped: ----- def ----- Resists +10% temporal Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon Reqs Str 20 [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
flaming steel mace of vileness (16-23 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight On Hit.r1 +9 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Blunt and deadly. |
iron mace of enduring (12-18 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego+] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Con +5 Wil ----- def ----- Max.HP +20.00 Blunt and deadly. |
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+ +5 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of cunning (+2)4.0 T2 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun dps ---------- Phys.crit +1.0% Res.pen +6% physical Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
throat-seeking cured leather sling of enduring4.0 T2 sling 1H weapon [Ego++] Nature/Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 nature On Crit: * silences the target While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +5% nature ----- def ----- Max.HP +24.00 Slings are used to hurl stones or metal shots at your foes. |
flaming steel waraxe of crippling (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+12 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Gymina (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +5 Lck +6 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% mind Apr +1 Melee Ret 2 mind ----- def ----- Armour +1 Resists +3% mind Stealth +6 A pair of boots made of leather. |
alchemist's rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Melee+ 3 acid 3 fire 3 cold 4 lightning Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+6 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Resists +6% lightning 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. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
prismatic iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% lightning +11% light +11% darkness A suit of armour made of mail. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +11% light +10% darkness A suit of armour made of mail. |
cleansing cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% nature +10% blight Max.HP +22.00 A suit of armour made of leather. |
prismatic cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +10% light +12% darkness A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +52.00 HP.reg +5.20 Heal.mod +21% A suit of armour made of leather. |
troll-hide rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
troll-hide rough leather armour of delving (3 def, 2 armour)9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% darkness +6% physical Max.HP +30.00 HP.reg +3.00 Heal.mod +10% ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
troll-hide rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% fire Max.HP +31.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
crackling iron shield of reflection (0 def, 2 armour, 10-13 power, 25 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +25 Melee+ +11 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% Resists +10% lightning +11% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield of shrapnel (0 def, 2 armour, 8-9 power, 21.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: dps ---------- Melee+ 6 lightning On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of physical resistance (+10%) (0 def, 4 armour, 10-12 power, 36.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: dps ---------- Melee+ 7 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of resistance (0 def, 4 armour, 16-19 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +5% fire +7% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's iron shield of resistance (0 def, 2 armour, 10-11 power, 17 block)7.0 T1 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +17 While equipped: Stats +2 Str +1 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +6% acid +5% fire +6% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's iron shield of the stars (0 def, 2 armour, 8-10 power, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 Melee+ +11 light +10 darkness While equipped: Stats +2 Str +2 Dex +2 Mag +2 Cun dps ---------- Dmg.mod +11% light +11% darkness Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Corpseswift (15/15, 29-41 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 15 Ranged+ +8 fire +4 nature On Hit.r1 +12 fire On Crit.r2 +4 nature On Hit: * 20 arcane resource burn * 10% chance to slow global speed by 43% On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Prismraven' (17/17, 28-40 power, 13 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +6.5% Capacity 17 Rld cld 6 Proj.spd +200% Ranged+ +8 mind +4 light On Crit.r2 +4 blight +16 light On Hit: * 18% chance to reduce all saves and defense by 17 * Create an explosion dealing 15 fire damage (1/turn) Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of wind (13/13, 16-23 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 16.5 - 23.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage Arrows are used with bows to pierce your foes to death. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
arcing pouch of steel shots of daylight (7/17, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +7 light Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of accuracy (6/16, 22-26 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of daylight (15/15, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +6 light Against +6% Undead Shots are used with slings to pummel your foes to death. |
ash totem of stinging 'Berygoldir' [power 188] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +3% blight Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. 100% to reduce fatigue by 30% for 2 turns. 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
3 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Simiman the Halfling Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 05:51 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Simiman the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 17:05 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Simiman the Halfling Skirmisher level 12
24th Dusk 122nd year of Ascendancy at 13:19 see stats
Log
Simiman shoots!
Rogue's Switch Place is disrupted by his wounds!
Simiman's Shoot hits Rogue for 46 physical, 9 fire (55 total damage).
Bandit Leader Emelenn throws a finishing uppercut.
Bandit Leader Emelenn has released the hold.
Bandit Leader Emelenn performs a melee critical strike against Simiman!
Bandit Leader Emelenn casts Searing Light.
Simiman is stunned!
Bandit Leader Emelenn hits Simiman for 70 physical, 4 arcane, 3 arcane, 5 light, 12 darkness, 22 light (118 total damage).
Melee retaliation hits Bandit Leader Emelenn for (1 flat reduction), 0 mind, (3 flat reduction), 0 lightning (0 total damage).
Rogue misses Simiman.
Melee retaliation hits Rogue for 1 mind, 2 lightning (3 total damage).
Rogue hits Simiman for 8 physical damage.
Bandit Leader Emelenn uses Take Down.
Simiman cleverly deflects the attack with his shield!
Simiman repels an attack from Bandit Leader Emelenn.
Simiman shrugs off Bandit Leader Emelenn's 'Grappled'!
Bandit Leader Emelenn is engaged in a grapple!
Bandit Leader Emelenn's light area effect hits Simiman for 14 light damage.
Bandit Leader Emelenn has released the hold.
Bandit Leader Emelenn feels pain again.
Bandit Leader Emelenn throws two quick punches.
Bandit Leader Emelenn performs a melee critical strike against Simiman!
Bandit Leader Emelenn casts Searing Light.
Bandit Leader Emelenn hits Simiman for 38 physical, 4 arcane, 3 arcane, 7 light, 12 darkness, 22 physical, 4 arcane, 3 arcane, 7 light, 12 darkness, 28 light (140 total damage).
Melee retaliation hits Bandit Leader Emelenn for (0 flat reduction), 0 mind, (2 flat reduction), 0 lightning, (0 flat reduction), 0 mind, (2 flat reduction), 0 lightning (0 total damage).
Bandit Leader Emelenn's light area effect hits Simiman for 14 light damage.
Bandit Leader Emelenn's light area effect hits Simiman for 14 light damage.
Simiman the level 12 halfling skirmisher was radiated to death by Bandit Leader Emelenn on level 1 of bandit fortress.





































































































