









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Store Restocker 1.5.5Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Starting Equipment 1.6.0 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 | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 19 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 19 on the 72nd Dusk 122nd year of Ascendancy at 04:56 / 1 |
Primary Stats
| Strength | 49 (base 13) |
| Dexterity | 50 (base 40) |
| Constitution | 35 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 54 (base 42) |
Resources
| Life | -34/543 |
| Stamina | 177/192 |
| Healing Factor | 1.4016660017318 |
| Regeneration | 12.965410516019 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 44.753403342673 |
| See Invisible | 44.753403342673 |
Offense: Barehand
| Damage | 109 |
| Accuracy | 54 |
| Crit Chance | 23% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Temporal | +12% |
| All | 0% |
| Physical | +10% |
| Cold | +15% |
| Nature | +6% |
Offense: Damage Penetration
| Mind | +5% |
| Fire | +20% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 39.5 (43.579428603723%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 27 |
| Physical Save | 33 |
| Spell Save | 38 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 23%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% 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 Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 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 Possessed. | 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * You've found the needed orc heart. 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 snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of elder vampire blood. | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | voratun gauntlets 'Boruyafast' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +5 Dex +4 Wil +6 Cun +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% temporal Res.pen +10% temporal Acc +7 (+3 eff.) Apr +15 ----- def ----- Armour +3 Fatigue +5% Resists +3% acid Disarm- +40% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 40.5 - 56.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +22 Crit +10.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Toraregosus the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +6 Str dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +6% nature ----- def ----- Armour +2 Resists +12% nature +6% lightning Crit.chn- 15.00% Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 103% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Zerovon the Furnacespawn0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% fire Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +9% acid +9% light +3% blight +9% cold +3% lightning Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 103% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | steel mail armour 'Duradeneg' (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +11 Defense +2 (+0 eff.) Fatigue +7% Resists +10% nature +11% blight Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Max.HP +29.00 HP.reg +6.00 Heal.mod +11% ---------- misc Psi/ret +0.08 A suit of armour made of mail. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | thick linen cloak of mindcraft (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Islynn1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +5% mind ----- def ----- Resists +6% lightning +9% temporal +3% light +9% blight +3% fire A belt that goes around your waist. |
Inventory
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
Kahek the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Heal.mod +10% Silence- +30% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
Glinthash (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +7% Undead On Crit.r2 +4 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +9% light ---------- misc Light +3 Massive two-handed battleaxes. |
steel battleaxe of erosion (17-26 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 17.0 - 25.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 nature Massive two-handed battleaxes. |
dwarven-steel dagger of evisceration (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Sharp, short and deadly. |
warbringer's dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +14% Sharp, short and deadly. |
steady cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% cold Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 46.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of might (24-29 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +11 (+5 eff.) Dmg.mod +24% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Zeradir1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil +1 Cun dps ---------- Phasing +10% ----- def ----- HP.reg +0.60 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Mind.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of the mind (+13%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +13% mind ----- def ----- Resists +13% mind +11% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +5% blight +7% all Max.HP +46.00 HP.reg +1.70 Heal.mod +11% Poison- +20% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Belodaba' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +17 Str +3 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Die.at -40.00 life Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Shockdash' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% acid On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +3 Resists +12% acid ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 9.5 - 10.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit: 20% Searing Light 1 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 6 lightning Dmg.mod +3% lightning Acc +4 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight +6% lightning Spell.save +10 (+4 eff.) Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 On Hit: * 10% chance to slow global speed by 52% * 11% chance to reduce armor by 10% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel helm 'Coalripper' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light Melee Ret 2 light On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +7% nature +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Shivermark' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% mind +5% cold Die.at -40.00 life A cap made of leather. |
torn swimming goggles torn swimming goggles2.0 T1 head armor [Unique] |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +10% light +12% darkness A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
duelist's cured leather armour of lightning resistance (8 def, 7 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +7 Defense +8 (+2 eff.) Fatigue +7% Resists +18% lightning A suit of armour made of leather. |
prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% light +10% darkness A suit of armour made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
117 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dull iron pickaxe3.0 T1 digger tool [Unique] |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Sparkswift the steel torque of gale force [power 160] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +5% arcane Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 176 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Amyvon the elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun +3 Dex dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ---------- misc See.Invis +6 Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Cavrimar the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 00:18 see stats
Level 10 (Roguelike)
Got a character to level 10.By Cavrimar the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 00:16 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Cavrimar the Cornac Brawler level 17
66th Dusk 122nd year of Ascendancy at 03:04 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Cavrimar the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 04:29 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Cavrimar the Cornac Brawler level 12
17th Dusk 122nd year of Ascendancy at 23:51 see stats
Log
There is nothing there.
Ran for 2 turns (stop reason: detrimental status effect).
Cavrimar wanders around!
Bane of Confusion from Celia hits Cavrimar for (26 flat reduction), 50 darkness (50 total damage).
Cavrimar uses Infusion: Wild.
Cavrimar lessens the pain.
Ran for 2 turns (stop reason: taken damage).
Cavrimar seems more focused.
Cavrimar has recovered!
Bane of Confusion from Celia hits Cavrimar for (26 flat reduction), 42 darkness (42 total damage).
Cavrimar is recovering from the damage!
Something hits Cavrimar for (26 flat reduction), 14 cold, (26 flat reduction), 288 darkness (302 total damage).
Cavrimar wanders around!
Cavrimar lashes out with a spinning backhand.
You hear all the doors being shattered into pieces.
Quest 'And now for a grave' status updated! (Press 'j' to see the quest log)
Cavrimar hits Celia for 253 physical, 12 light, 4 mind (269 total damage).
Cavrimar seems more focused.
Cavrimar has recovered!
Bane of Confusion from Celia hits Cavrimar for (26 flat reduction), 42 darkness (42 total damage).
Celia casts Rune: Shielding.
A shield forms around Celia.
Celia casts Rigor Mortis.
Cavrimar feels death coming!
Celia hits Cavrimar for (26 flat reduction), 83 cold, (26 flat reduction), 124 darkness (208 total damage).
Cavrimar the level 19 cornac brawler was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.







































































































