










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! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Mindslayer |
Level / Exp | 18 / 89% |
Size | small |
Lifes / Deaths | Killed by elven cultist at level 10 on the 2nd Dusk 122nd year of Ascendancy at 14:35 0 / 6Killed by elven cultist at level 10 on the 2nd Dusk 122nd year of Ascendancy at 17:20 Killed by elven blood mage at level 10 on the 2nd Dusk 122nd year of Ascendancy at 19:42 Killed by orc pyromancer at level 15 on the 43rd Haze 122nd year of Ascendancy at 13:34 Killed by skeleton assassin at level 16 on the 44th Haze 122nd year of Ascendancy at 20:39 Killed by Urkis, the High Tempest at level 18 on the 2nd Decay 122nd year of Ascendancy at 20:18 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 14) |
Dexterity | 19 (base 10) |
Constitution | 11 (base 10) |
Magic | 10 (base 10) |
Willpower | 65 (base 46) |
Cunning | 53 (base 37) |
Resources
Life | -54/416 |
Psi | 93/175 |
Healing Factor | 1.2097162075846 |
Regeneration | 1.5121452594808 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10.000000000004% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 47 |
Accuracy | 29 |
Crit Chance | 26% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Light | +10% |
Temporal | +9% |
Blight | +15% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +45% |
Arcane | +25% |
Temporal | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 61.261425549383 (78.809061890258%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 29 |
Physical Save | 18 |
Spell Save | 27 |
Mental Save | 35 |
Defense: Resistances
Lightning | + 7%( 70%) |
Light | + 30%( 70%) |
Physical | + 12%( 70%) |
Cold | + 28%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
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: 16 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 12.0 Encumbrance T3 greatsword 1H weapon [Unique] Psionic Weapon Damage 167% Range: 1.0x-1.6x Uses 129% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +9% temporal Ignore resists +25% arcane When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +3% Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +1 A cap made of leather. |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Wil +1 offense ------ Spellpower +5 (+5 eff.) Spellpower/crit +6 When Hit 6 darkness 8 blight defense ------ Armor +4 Fatigue +3% Resistance +11% fire +7% cold other ------- Mana/turn +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Dex +3 offense ------ Mind Crit +2% Physical Power +5 (+2 eff.) Move Speed +10% Damage +15% blight Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 22% other ------- Max psi +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% physical defense ------ Resistance +12% physical Physical save +6 (+4 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats Str +4 defense ------ Armor +8 Life +32.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Wil +3 defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 144% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +4 offense ------ Physical Power +6 (+2 eff.) On-Hit 8 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Cun +3, Dex +3 offense ------ Physical Crit +5.0% Mind Crit +6% A belt that goes around your waist. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +20% blight +15% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +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 | ![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Nature/Master While equipped: defense ------ Armor +20 Fatigue +22% Life +41.00 Life Regen +1.00 Healmod +10% A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 163% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats Str +6 defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +7 acid +17 nature While equipped: Stats Wil +2 offense ------ Critical power +5.00% Mindpower +5 (+1 eff.) Damage +15% mind Ignore resists +12% acid +10% physical +13% nature +10% all Accuracy +29 (+14 eff.) Ignore Armor +35 Massive two-handed battleaxes. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+5 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Master Weapon Damage 155% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 item nature slow +12 cold On Hit: * 10% chance to slow global speed by 54% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +10% all Accuracy +13 (+7 eff.) Ignore Armor +9 On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% lightning +6% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 166% Range: 1.0x-1.6x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats Dex +7 offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Acid Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 18 acid damage in a 4 radius ball. This damage will increase by 11% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Weapon Damage 151% Range: 1.0x-1.3x Uses 55% Dex, 45% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats Str +6, Dex +6 offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 135.93 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 93% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +12 arcane While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 6 mind 7 darkness Damage +6% arcane +4% darkness +6% nature +4% mind Ignore resists +20% arcane defense ------ Resistance +7% blight Disease Resist +27% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 acid While equipped: offense ------ Damage +10% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +16 acid On-Hit, radius 1 +16 physical While equipped: Stats Dex +6, Wil +2 offense ------ Physical Crit +10.0% Critical power +10.00% Damage +15% acid +6% arcane Accuracy +10 (+5 eff.) other ------- Mana/turn +0.04 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 cold When Hit 3 ice When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +13% temporal other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats Str +1, Mag +4 offense ------ Damage +13% darkness Ignore resists +8% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 9 defense ------ Defense +8 (+8 eff.) Resistance +15% temporal +12% fire +15% light +32% darkness Stealth +18 Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% other ------- Infravision +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +3, Wil +3 offense ------ Physical Power +8 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 11 light 10 mind 15 darkness Damage +5% light When Hit 6 mind On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 defense ------ Armor +2 Fatigue +3% Resistance +7% light Mind save -12 (-6 eff.) other ------- Max hate +6.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Str +2, Con +2 offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +6 Fatigue +3% other ------- Infravision +1 A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1 Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1 Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2 Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2 Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 320.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Jaerd, the Brain Slasher the Halfling Mindslayer level 15
40th Haze 122nd year of Ascendancy at 09:59 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 14
31st Haze 122nd year of Ascendancy at 21:33 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 18
53rd Haze 122nd year of Ascendancy at 22:09 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 18
49th Haze 122nd year of Ascendancy at 09:29 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 10
9th Flare 122nd year of Ascendancy at 21:15 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 13
46th Dusk 122nd year of Ascendancy at 13:23 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 13
45th Dusk 122nd year of Ascendancy at 08:36 see stats
By Jaerd, the Brain Slasher the Halfling Mindslayer level 17
48th Haze 122nd year of Ascendancy at 02:03 see stats
Log
Jaerd, the Brain Slasher is encased in ice!
Something hits Jaerd, the Brain Slasher for (45 to psi shield), 111 cold (111 total damage).
Jaerd, the Brain Slasher uses Infusion: Wild.
Jaerd, the Brain Slasher is free from the ice.
Jaerd, the Brain Slasher is cured!
Jaerd, the Brain Slasher lessens the pain.
LIFE LOST WARNING!
Something hits Jaerd, the Brain Slasher for 186 lightning damage.
Jaerd, the Brain Slasher is dazed!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Jaerd, the Brain Slasher uses Realign.
Jaerd, the Brain Slasher is cured!
Jaerd, the Brain Slasher receives 137 healing.
Jaerd, the Brain Slasher is not dazed anymore.
Urkis, the High Tempest's Ice Shards hits Jaerd, the Brain Slasher for (21 to psi shield), 32 cold (32 total damage).
Jaerd, the Brain Slasher deflects the projectile from Something to the west!
Jaerd, the Brain Slasher uses Infusion: Regeneration.
Jaerd, the Brain Slasher starts regenerating health quickly.
Jaerd, the Brain Slasher is no longer evading attacks.
Jaerd, the Brain Slasher tries to evade attacks.
Jaerd, the Brain Slasher is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Jaerd, the Brain Slasher for 140 lightning damage.
Jaerd, the Brain Slasher is dazed!
Something hits Jaerd, the Brain Slasher for 169 lightning damage.
Jaerd, the Brain Slasher the level 18 halfling mindslayer was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.