












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! OldRPG - Overdrive - 3 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 5 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 6 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) 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 OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) 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:
OldRPG - Overdrive - 4 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) 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 Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 19 / 45% |
| Size | small |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 17 on the 18th Haze 122nd year of Ascendancy at 00:37 0 / 5Killed by Shasshhiy'Kaish at level 17 on the 18th Haze 122nd year of Ascendancy at 02:06 Killed by Shasshhiy'Kaish at level 17 on the 18th Haze 122nd year of Ascendancy at 03:27 Killed by Mayama the fox at level 19 on the 69th Haze 122nd year of Ascendancy at 16:27 Killed by Mayama the fox at level 19 on the 69th Haze 122nd year of Ascendancy at 17:31 |
Primary Stats
| Strength | 21 (base 19) |
| Dexterity | 64 (base 47) |
| Constitution | 19 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 44 (base 32) |
Resources
| Life | 570/570 |
| Stamina | 209/209 |
| Healing Factor | 1.1891723257556 |
| Regeneration | 5.0539823844612 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 68 |
| Crit Chance | 17% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Mind | +15% |
| Nature | +6% |
| Physical | +10% |
| Cold | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 68 (82.155997060385%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 38 |
| Mental Save | 32 |
Defense: Resistances
| Physical | + 2%( 70%) |
| Acid | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Cold | + 17%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 20. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. * '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.' 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 bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. 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 orc heart. * '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...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed green worm. * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | dreamer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +4 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 116% 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 | psychokinetic pouch of dwarven-steel shots (17/20, 32-38 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Boltbraze2.0 T1 lite [Rare] Nature While equipped: dps ---------- Acc +20 (+5 eff.) Melee Ret 4 lightning ----- def ----- Defense +5 (+1 eff.) Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Stam/turn +1.00 Max.stam +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [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 (+4 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. |
| On hands | Erelurig (0 def, 8 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +7 Dex +2 Con dps ---------- Acc +12 (+3 eff.) Apr +2 Melee Ret 2 physical ----- def ----- Armour +8 Resists +3% acid Spell.save +15 (+5 eff.) 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 | Dagylayon the elven-wood wand of shielding [power 290] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +2 Resists +3% blight +18% fire Max.HP +80.00 Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savage's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Spell.save +11 (+4 eff.) ---------- misc Max.stam +15.00 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. 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 159% 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. Rings make your fingers look great! |
| On fingers | mule's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Fatigue -6% ---------- misc Max.enc +21 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. 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 159% 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. Rings make your fingers look great! |
| Around neck | Emovea0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Armour +8 Resists +12% fire +17% cold Crit.chn- 15.00% Mind.save +6 (+3 eff.) HP.reg +4.00 Amulets make your neck look great! |
| In main hand | Baludil4.0 T3 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +12% acid +8% cold Res.pen +10% physical ----- def ----- Armour +2 Resists +3% acid Die.at -20.00 life ---------- misc Reload +4 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Taintpain the dwarven-steel shield (0 def, 10 armour, 32-38 power, 112.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +112 On Hit: * Deal physical damage equal to your armor (68) While equipped: dps ---------- Dmg.mod +6% nature +15% mind ----- def ----- Armour +10 Fatigue +8% Resists +1% physical Phys.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Zubyrin' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+1 eff.) Resists +1% physical +6% mind +5% arcane Max.HP +20.00 Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's hardened leather armour (13 def, 9 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +9 Defense +13 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 82; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -227; dur 6; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -227 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 227 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 7; resist 16%; move 30%; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 30% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [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 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
earthen ash vilestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ----- def ----- Armour +4 Hardiness +4% Phys.save +10 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Focus Whip (19-21 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
murderer's linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +10% temporal Def/telep +11 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Voidpierce' (0 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +2 Dex +6 Cun +2 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +9% blight +15% all Max.HP +50.00 HP.reg +5.50 Heal.mod +10% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Dazzlewisp' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +6% fire +6% darkness +7% all Phys.save +6 (+3 eff.) HP.reg +2.00 Disarm- +20% Teleport- +20% ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamtreason the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Res.pen +10% light On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +3 Resists +3% light ---------- misc Light +1 Infravis +2 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 temporal Ranged+ 5 temporal Dmg.mod +4% arcane +5% temporal ----- def ----- Armour +2 Resists +7% 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. |
Murkbreaker (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +5 Dex dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Fatigue +5% ---------- misc Light +1 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +12% blight +11% darkness Max.HP +24.00 HP.reg +1.00 Heal.mod +12% ---------- misc Light +1 A suit of armour made of leather. |
barbed quiver of ash arrows (18/18, 28-39 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 28.0 - 39.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 18 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
255 alchemist agate0.0 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
dwarven-steel pickaxe 'Adagassra' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) Mov.spd +10% ----- def ----- Phys.save +18 (+8 eff.) Heal.mod +10% Blind- +20% Knockbk- +20% ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2026 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2015/2026 A set of 2026 tiny explosive spheres. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
Ivygatira the Lustrecutter2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% arcane Melee Ret 6 light ----- def ----- Resists +6% light +3% cold Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
piercing iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Bonancheg the Halfling Skirmisher level 17
27th Haze 122nd year of Ascendancy at 23:12 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bonancheg the Halfling Skirmisher level 15
77th Dusk 122nd year of Ascendancy at 21:31 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Bonancheg the Halfling Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 02:11 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Bonancheg the Halfling Skirmisher level 19
43rd Haze 122nd year of Ascendancy at 19:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Bonancheg the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 06:15 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Bonancheg the Halfling Skirmisher level 7
3rd Mirth 122nd year of Ascendancy at 19:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Bonancheg the Halfling Skirmisher level 17
28th Haze 122nd year of Ascendancy at 07:47 see stats
Log
Mayama the fox hits Bonancheg for (26 flat reduction), (64 reacted , -5 stam), 108 acid (108 total damage).
Bonancheg redirects the effect 'Poison'!
Bloated ooze is poisoned!
Poison from Mayama the fox hits Bonancheg for (26 flat reduction), 129 nature (129 total damage).
Mayama the fox stops being poisoned.
Mayama the fox shares damage with his oozes!
Bleeding from Bonancheg hits Mayama the fox for 2 physical damage.
Mayama the fox rushes out, claws sharp and ready!
Bonancheg is pinned to the ground.
Bonancheg hits Mayama the fox for 22 physical damage.
Bonancheg speeds up.
Bonancheg has finished recovering.
Talent Swift Shot is ready to use.
Poison from Mayama the fox hits Bonancheg for (26 flat reduction), 126 nature (126 total damage).
Bleeding from Bonancheg hits Mayama the fox for 10 physical damage.
Mayama the fox misses Bonancheg.
Mayama the fox misses Bonancheg.
Poison from Mayama the fox hits Bonancheg for (26 flat reduction), 162 nature (162 total damage).
Bonancheg the level 19 halfling skirmisher was naturalised to death by Mayama the fox on level 1 of Dagumaleg.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poison from Mayama the fox killed Bonancheg!
Saving game...
Talent Block is ready to use.
Talent Infusion: Regeneration is ready to use.
Saving done.





























































































