











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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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
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 | Shalore |
Class | Skirmisher |
Level / Exp | 18 / 85% |
Size | medium |
Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 18 on the 39th Haze 122nd year of Ascendancy at 23:17 / 1 |
Primary Stats
Strength | 11 (base 12) |
Dexterity | 51 (base 44) |
Constitution | 23 (base 10) |
Magic | 24 (base 17) |
Willpower | 26 (base 11) |
Cunning | 36 (base 29) |
Resources
Life | -83/419 |
Stamina | 88/202 |
Healing Factor | 1.1099022211821 |
Regeneration | 5.8269866612061 |
Speed
Mental | -5.5511151231258E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 48.617305437452 |
See Invisible | 42.617305437452 |
Offense: Mainhand
Damage | 73 |
Accuracy | 56 |
Crit Chance | 28% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 22 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Nature | +15% |
Mind | +15% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Cold | +15% |
Physical | +20% |
Defense: Base
Armour (hardiness) | 51.719009130622 (86.026343845506%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 34 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 22%( 74%) |
Nature | + 38%( 74%) |
Temporal | + 15%( 74%) |
Cold | + 33%( 74%) |
Fire | + 20%( 74%) |
Mind | + 14%( 74%) |
All | + 11%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Knockback Resistance | 40% |
Stun Resistance | 21% |
Poison Resistance | 10% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
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 472% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 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 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 red crystal shard. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. | 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 | ![]() 3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +5% temporal other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 shot ammo [Ego] Nature/Psionic Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 24 Auto Reload 6 Projectile Speed +200% On-ranged-hit +5 mind, +14 item expose On Hit: * 14% chance to reduce all saves and defense by 25 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Con +3 offense ------ Physical Crit +2.0% Ignore resists +20% physical Accuracy +30 (+9 eff.) defense ------ Mind save +7 (+4 eff.) other ------- Light +4 See Stealth +11 See Invisibility +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue +5% Resistance +3% lightning Physical save +11 (+5 eff.) Spell save +3 (+1 eff.) Life +20.00 Poison Resist +10% Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Physical Power +25 (+8 eff.) On-Hit 9 cold Damage +6% cold Ignore resists +20% acid Ignore Armor +4 defense ------ Armor +3 Fatigue +5% Resistance +7% cold 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. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +20% other ------- Encumbrance +21 Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +15% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +3% cold Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Dex +6, Wil +8, Cun +6, Con +5 offense ------ Mindpower +15 (+6 eff.) Move Speed +10% defense ------ Armor +5 Defense +5 (+1 eff.) Fatigue -7% Max Resistance +4% all Physical save +14 (+7 eff.) Life Regen +3.00 other ------- Stamina/turn +0.70 Max hate +4.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +20 item acid corrode On-Hit, radius 1 +8 fire On-crit, radius 2 +12 acid On Hit: * 20% chance to reduce armor by 23% While equipped: Stats Str +1 offense ------ Physical Power +9 (+3 eff.) Damage +3% acid Ignore resists +15% acid defense ------ Resistance +3% mind Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | ![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +11 (+3 eff.) Resistance +3% lightning Spell save +18 (+8 eff.) Mind save +5 (+3 eff.) Cut Resist +10% Disarm Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature, +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Str +4, Mag +2, Wil +4, Cun +2 offense ------ When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Cun +5, Dex +4 offense ------ Accuracy +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Resistance +24% light Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats Cun +2, Wil +2 offense ------ Mind Crit +2% Damage +6% light, +3% nature defense ------ Resistance +9% nature, +9% light Blunt and deadly. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 cold While equipped: offense ------ Physical Crit +3.0% Damage +9% cold Accuracy +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Spellpower/crit +3 Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Damage Against +10% Unnatural While equipped: Stats Wil +3 One-handed war axes. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +6% acid, +23% fire defense ------ Armor +2 Resistance +9% acid, +34% fire, +3% mind +15% all Spell save +15 (+7 eff.) Cut Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats Str +4, Dex +2, Con +6 offense ------ Damage +16% cold Ignore resists +25% fire defense ------ Resistance +24% cold, +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +1, Mag +2, Con +2 offense ------ Damage +3% acid, +9% darkness defense ------ Armor +3 Fatigue +2% Resistance +5% fire, +6% cold other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats Dex +1, Con +3 offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Armor +9 Fatigue +5% Physical save +3 (+1 eff.) Life Regen +3.00 other ------- Stamina/turn +1.10 Max stamina +21.00 See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +3% physical Ignore resists +15% acid, +20% fire When Hit 2 acid, 2 fire defense ------ Armor +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Dex +3 offense ------ Ignore resists +5% mind Accuracy +15 (+5 eff.) On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +2 Fatigue +3% Resistance +6% blight, +6% mind Poison Resist +20% 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. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Mag +2, Wil +2, Cun +3 offense ------ Mindpower +3 (+2 eff.) Spellpower/crit +6 Damage +3% arcane, +3% blight On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% other ------- Max vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats Str +2 defense ------ Armor +3 Fatigue +3% Resistance +7% fire, +7% cold A cap made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Normal] While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Master While equipped: offense ------ Damage +3% cold, +15% nature +6% light Ignore resists +15% cold On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +16 Fatigue +22% Resistance +30% cold other ------- Light +2 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Rare] Nature When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +62 On-Hit, radius 1 +11 fire While equipped: offense ------ Physical Crit +1.0% On-Hit 6 fire Ignore Armor +2 When Hit 2 fire defense ------ Armor +5 Fatigue +8% Unlife -80.00 life other ------- Talents +1 Block Handheld deflection devices. |
![]() 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats 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 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Ignore resists +5% acid defense ------ Defense +20 (+6 eff.) Resistance +5% arcane Life +21.00 Silence Resist +20% Disarm Resist +10% other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats Str +3, Mag +3, Cun +1 offense ------ When Hit 6 light other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats Str +2, Con +3 offense ------ Damage +6% fire On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Armor +6 Physical save +3 (+1 eff.) other ------- Max stamina +20.00 Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Disrupt Weapon Damage 30.5 - 36.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +5.0% Capacity 23 Projectile Speed +200% On-ranged-hit +16 item manaburn arcane On Hit: * 16 arcane resource burn While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane/Psionic Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Auto Reload 6 On-ranged-hit +5 temporal, +10 item expose +5 mind +6 item temporal energize On Hit: * 6% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 25 Shots are used with slings to pummel your foes to death. |
![]() 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. |
Achievements
By Beir the Shalore Skirmisher level 15
10th Haze 122nd year of Ascendancy at 02:40 see stats
By Beir the Shalore Skirmisher level 10
1st Flare 122nd year of Ascendancy at 16:46 see stats
By Beir the Shalore Skirmisher level 16
16th Haze 122nd year of Ascendancy at 19:17 see stats
By Beir the Shalore Skirmisher level 7
7th Mirth 122nd year of Ascendancy at 08:19 see stats
By Beir the Shalore Skirmisher level 17
19th Haze 122nd year of Ascendancy at 21:24 see stats
By Beir the Shalore Skirmisher level 11
5th Dusk 122nd year of Ascendancy at 08:37 see stats
By Beir the Shalore Skirmisher level 16
17th Haze 122nd year of Ascendancy at 21:58 see stats
Log
Borius, Avatar of Bearness is no longer pinned.
Bleeding from Beir hits Borius, Avatar of Bearness for (17 flat reduction), 0 physical (0 total damage).
Poison from Beir hits Borius, Avatar of Bearness for (4 flat reduction), 0 nature (0 total damage).
Borius, Avatar of Bearness unleashes a flurry of disrupting kicks.
Beir shoots!
Grappling hits Beir for (11 flat reduction), 0 physical (0 total damage).
Beir's Shoot hits Borius, Avatar of Bearness for (23 flat reduction), 38 physical, (6 flat reduction), 0 mind, (7 flat reduction), 0 fire (38 total damage).
Grappled from Borius, Avatar of Bearness hits Beir for (46 flat reduction), 29 physical (29 total damage).
Borius, Avatar of Bearness stops bleeding.
Borius, Avatar of Bearness stops being poisoned.
Borius, Avatar of Bearness throws two quick punches.
Beir evades Borius, Avatar of Bearness.
Borius, Avatar of Bearness misses Beir.
You are unable to move!
Beir shoots!
Grappling hits Beir for (8 flat reduction), 0 physical (0 total damage).
Beir's Shoot hits Borius, Avatar of Bearness for (23 flat reduction), 28 physical, (6 flat reduction), 0 mind, (7 flat reduction), 0 fire (28 total damage).
Beir is no longer evading attacks.
Talent Kill Shot is ready to use.
Grappled from Borius, Avatar of Bearness hits Beir for (46 flat reduction), 29 physical (29 total damage).
Borius, Avatar of Bearness is fully armored again.
Borius, Avatar of Bearness uses Take Down.
Borius, Avatar of Bearness misses Beir.
Beir is recovering from the damage!
Beir is free from the grapple.
Borius, Avatar of Bearness has released the hold.
Borius, Avatar of Bearness hits Beir for (46 flat reduction), 364 physical (364 total damage).
Beir the level 18 shalore skirmisher was smashed to death by Borius, Avatar of Bearness on level 3 of Bearscape.