









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! Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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.
Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Possessor Bonus Class 1.7.4Donators/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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 18 / 10% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 18 on the 8th Dusk 122nd year of Ascendancy at 04:24 / 1 |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 40 (base 40) |
Constitution | 27 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 40 (base 40) |
Resources
Life | -132/525 |
Stamina | 57/170 |
Healing Factor | 1.3486945338482 |
Regeneration | 23.264980708882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 30.359939435378 |
See Invisible | 30.359939435378 |
Offense: Barehand
Damage | 61 |
Accuracy | 35 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 28 (49.574340358689%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 7 |
Mental Save | 20 |
Defense: Resistances
Acid | + 9%( 70%) |
Physical | + 8%( 70%) |
Cold | + 16%( 70%) |
All | + 3%( 70%) |
Darkness | + 15%( 70%) |
Light | + 32%( 70%) |
Mind | + 6%( 70%) |
Fire | + 9%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Teleport Resistance | 20% |
Pinning Resistance | 21% |
Disarm Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Grappling | 1.45 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Ce'Nariaba the Flashtooth (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes resistances: +6%(-) nature / +6%(-) fire / +6%(-) darkness / +7%(-) cold Changes resistances penetration: +5%(-) light Mental save: +3 (+2 eff.) (-) Silence immunity: +10% (-) Only die when reaching: -60.00 life (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Veloth (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Changes resistances: +3%(-) mind / +6%(-) darkness Reduces incoming crit damage: 10.00% (-) Teleport immunity: +20% (-) Life regen: +7.00 (-) Stamina each turn: +0.90 (-) Maximum stamina: +19.00 (-) When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+6 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +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. |
On fingers | ![]() warrior's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Disarm immunity: +20% (-) Pinning immunity: +21% (-) Knockback immunity: +20% (-) Maximum life: +20.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() copper ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-2) Str Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Life regen: +8.00 Maximum life: +42.00 (+22.00) Healing mod.: +11% Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() restful gold amulet of mastery (0.15 Technique / Grappling) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% (-) Talent masteries: +0.15(-) Technique / Grappling Life regen: +2.00 (-) Amulets make your neck look great! |
Main armor | ![]() cured leather armour of the deep (6 def, 6 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +6 (+2 eff.) (-) Fatigue: +7% (-) Changes resistances: +6%(-) acid / +6%(-) cold Allows you to breathe in: water A suit of armour made of leather. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() Wrap of Stone (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.20(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+6 eff.) (-) It can be used to activate talent Stone Wall (costing 51 power out of 60/60) : Effective talent level: 1.2 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 49.42 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around waist | ![]() blurring hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) (-) Stealth bonus: +6 (-) A belt that goes around your waist. |
Inventory
![]() warrior's steel amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +2 Wil Changes resistances: +5% physical Talent mastery: +0.00(-0.15) Technique / Grappling Life regen: +0.00 (-2.00) Stamina each turn: +0.20 Amulets make your neck look great! |
![]() Eladhedheth Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +1 Wil Changes resistances: +15% temporal Changes resistances penetration: +5% mind Talent mastery: +0.00(-0.15) Technique / Grappling Pinning immunity: +21% Knockback immunity: +21% Life regen: +0.00 (-2.00) Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mental crit. chance: +5% Amulets make your neck look great! |
![]() mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: -4% Changes stats: +0(-2) Str Maximum encumbrance: +21 Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Shiversting the steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 (+4) Changes stats: +0(-2) Str / +5 Wil / +5 Cun Changes resistances: +3% fire / +3% light / +3% mind Poison immunity: +20% Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Mindpower: +9 (+5 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() prismatic rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +3 (+1 eff.) (-3 (-1 eff.)) Fatigue: +6% (-1%) Changes resistances: +15% lightning / +10% light / +0%(-6%) cold / +10% darkness / +0%(-6%) acid Allows you to breathe in: water A suit of armour made of leather. |
![]() rejuvenating rough leather armour of acid resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +3 (+1 eff.) (-3 (-1 eff.)) Fatigue: +6% (-1%) Changes resistances: +15%(+9%) acid / +0%(-6%) cold Allows you to breathe in: water Life regen: +2.30 Stamina each turn: +0.70 A suit of armour made of leather. |
![]() rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +3 (+1 eff.) (-3 (-1 eff.)) Fatigue: +6% (-1%) Changes resistances: +0%(-6%) acid / +0%(-6%) cold Allows you to breathe in: water A suit of armour made of leather. |
![]() cured leather armour 'Silowen' (16 def, 10 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +10 (+4) Defense: +16 (+6 eff.) (+10 (+4 eff.)) Fatigue: +7% (-) Changes resistances: +0%(-6%) acid / +6% physical / +10% blight / +0%(-6%) cold / +11% nature / +5% mind Allows you to breathe in: water Physical save: +11 (+5 eff.) Mental save: +10 (+5 eff.) Stamina each turn: +1.00 A suit of armour made of leather. |
![]() cured leather armour of the wind (12 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Armour: +4 (-2) Defense: +12 (+4 eff.) (+6 (+2 eff.)) Fatigue: +7% (-) Changes resistances: +0%(-6%) acid / +0%(-6%) cold Allows you to breathe in: water Stamina each turn: +0.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 56 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() nightruned rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-8 (-2 eff.)) Changes resistances: +6% light / +6% darkness Stealth bonus: +0 (-6) A belt that goes around your waist. |
![]() rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-8 (-2 eff.)) Changes resistances: +6% blight Stealth bonus: +0 (-6) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Physical save: +5 (+2 eff.) Spellpower: +0 (+0 eff.) (-6 (-6 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Fatigue: +0% (-3%) Changes stats: +4 Cun / +4 Wil Changes resistances: +0%(-6%) darkness / +10% nature / +0%(-3%) mind Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Reduces incoming crit damage: 0.00% (-10.00%) Poison immunity: +20% Teleport immunity: +0% (-20%) Life regen: +0.00 (-7.00) Stamina each turn: +0.00 (-0.90) Maximum stamina: +0.00 (-19.00) Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7(-11.5 - -18.2) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-2) Crit. chance: +4.0% (-4.0%) Attack speed: 125% (+25%) When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
![]() rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Fatigue: +0% (-3%) Changes resistances: +0%(-3%) mind / +0%(-6%) darkness Reduces incoming crit damage: 0.00% (-10.00%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-7.00) Stamina each turn: +0.00 (-0.90) Maximum stamina: +0.00 (-19.00) When used to modify unarmed attacks: Base power: 6.5 - 7.2(-12.0 - -18.8) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-8) Crit. chance: +1.0% (-7.0%) Attack speed: 125% (+25%) When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() umbral hardened leather gloves of strength (+2) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 8 darkness Changes stats: +2 Str Changes resistances: +7%(+1%) darkness / +0%(-3%) mind Changes damage: +3% darkness Reduces incoming crit damage: 0.00% (-10.00%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-7.00) Stamina each turn: +0.00 (-0.90) Maximum stamina: +0.00 (-19.00) When used to modify unarmed attacks: Base power: 21.5 - 23.7(+3.0 - -2.2) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-6) Crit. chance: +3.0% (-5.0%) Attack speed: 125% (+25%) When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 6% chance to reduce damage dealt by 13% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Fatigue: +1% (-2%) Changes resistances: +0%(-3%) mind / +0%(-6%) darkness Reduces incoming crit damage: 0.00% (-10.00%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-7.00) Stamina each turn: +0.00 (-0.90) Maximum stamina: +0.00 (-19.00) When used to modify unarmed attacks: Base power: 8.5 - 11.9(-10.0 - -14.0) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +2.0% (-6.0%) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Ragitoruikor the Sulfurcutter (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Effects on melee hit: * 10% chance to slow global speed by 40% Changes stats: +1 Dex Changes resistances: +0%(-3%) mind / +0%(-6%) darkness Changes damage: +6% nature / +3% cold Reduces incoming crit damage: 0.00% (-10.00%) Teleport immunity: +0% (-20%) Life regen: +3.00 (-4.00) Stamina each turn: +0.90 (-) Maximum stamina: +10.00 (-9.00) Light radius: +3 Infravision radius: +1 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Spellhunt Remnants (2 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 (+1) Defense: +2 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +4 Cun / +4 Wil Changes resistances: +0%(-3%) mind / +0%(-6%) darkness Changes resistances penetration: +10% nature Changes damage: +10% nature Reduces incoming crit damage: 0.00% (-10.00%) Spell save: +6 (+6 eff.) Teleport immunity: +0% (-20%) Life regen: +0.00 (-7.00) Stamina each turn: +0.00 (-0.90) Maximum life: +40.00 Maximum stamina: +0.00 (-19.00) Mindpower: +6 (+3 eff.) Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 18.0 - 25.2(-0.5 - -0.7) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +8 (-1) Crit. chance: +6.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +12 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 (-) Fatigue: +3% (-) Effects when hit in melee: * 15 arcane resource burn Changes stats: +3 Str Changes resistances: +0%(-3%) mind / +0%(-6%) darkness Reduces incoming crit damage: 0.00% (-10.00%) Spell save: +9 (+9 eff.) Teleport immunity: +0% (-20%) Life regen: +0.00 (-7.00) Stamina each turn: +0.00 (-0.90) Maximum stamina: +0.00 (-19.00) When used to modify unarmed attacks: Base power: 24.5 - 34.3(+6.0 - +8.4) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 3). On weapon hit: * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-11) Armour Hardiness: +0% (-5%) Fatigue: +1% (-4%) Changes stats: +2(-1) Con Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A cap made of leather. |
![]() miner's iron helm of strength (+3) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (-7) Armour Hardiness: +0% (-5%) Fatigue: +5% (-) Changes stats: +3 Str / +0(-3) Con Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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 Kris the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 01:38 see stats
By Kris the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 16:06 see stats
By Kris the Cornac Brawler level 10
5th Mirth 122nd year of Ascendancy at 08:36 see stats
Log
Kris lashes out with a flurry of fists.
Kris misses Weirdling Beast.
Weirdling Beast's spell attains critical power!
Kris hits Weirdling Beast for 26 physical, 9 light, 25 physical, 9 light (70 total damage).
Kris hits Shadow for 33 light, 33 light (66 total damage).
Talent Trained Reactions is ready to use.
Acid Splash from Weirdling Beast hits Kris for 19 acid damage.
Shadow hits Kris for 49 physical damage.
Kris hits Weirdling Beast for 33 physical, 9 light (43 total damage).
Kris hits Shadow for 33 light damage.
Talent Infusion: Regeneration is ready to use.
Acid Splash from Weirdling Beast hits Kris for 19 acid damage.
Shadow hits Kris for 49 physical damage.
Kris uses Infusion: Regeneration.
Kris starts regenerating health quickly.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Kris for 195 mind damage.
Talent Butterfly Kick is ready to use.
Acid Splash from Weirdling Beast hits Kris for 19 acid damage.
Shadow hits Kris for 48 physical damage.
Weirdling Beast feels pain again.
Kris prepares to block incoming attacks.
Weirdling Beast casts Soul Rot.
Kris speeds up.
You cannot block any more attacks!
Weirdling Beast's Soul Rot hits Kris for (105 blocked), 150 blight (150 total damage).
Kris the level 18 cornac brawler was tainted to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.