








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! 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 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: 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 | Cornac |
Class | Brawler |
Level / Exp | 26 / 59% |
Size | big |
Lifes / Deaths | Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 74th Dusk 122nd year of Ascendancy at 01:11 / 2Killed by elven cultist at level 26 on the 7th Decay 122nd year of Ascendancy at 01:44 |
Antimagic | Follower |
Primary Stats
Strength | 33 (base 27) |
Dexterity | 66 (base 53) |
Constitution | 35 (base 10) |
Magic | 10 (base 10) |
Willpower | 46 (base 22) |
Cunning | 49 (base 28) |
Resources
Life | -797/704 |
Stamina | 263/283 |
Equilibrium | 41 |
Healing Factor | 1.1916660017318 |
Regeneration | 5.06458050736 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 43.294708266768 |
See Invisible | 43.294708266768 |
Offense: Barehand
Damage | 94 |
Accuracy | 51 |
Crit Chance | 39% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
All | +11% |
Physical | +15% |
Mind | +26% |
Nature | +41% |
Offense: Damage Penetration
Acid | +15% |
Darkness | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (65.65183292883%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 39 |
Mental Save | 40 |
Defense: Resistances
Light | + 22%( 70%) |
Temporal | + 22%( 70%) |
Blight | + 23%( 70%) |
Nature | + 40%( 70%) |
Mind | + 17%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -293 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 586 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
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 500 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 687% 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. |
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 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Ivussra the hornet swarm. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Cunning 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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 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.' * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of fire wyrm saliva. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() pair of rough leather boots 'Glewen' (10 def, 1 armour) 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1(-) Str +3(-) Dex +3(-) Wil +5(-) Cun +3(-) Con dps ---------- Phys.crit +5.0% (-) Phys.pwr +10 (+3 eff.) (-) ----- def ----- Armour +1 (-) Defense +10 (+4 eff.) (-) Phys.save +6 (+3 eff.) (-) Spell.save +7 (+3 eff.) (-) Mind.save +6 (+3 eff.) (-) A pair of boots made of leather. |
On hands | ![]() sand voratun gauntlets of dexterity (+3) (0 def, 9 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3(-) Dex dps ---------- Melee+ 7(-) physical Dmg.mod +4%(-) physical Acc +15 (+5 eff.) (-) ----- def ----- Armour +9 (-) Fatigue +5% (-) Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 (-) Apr +15 (-) Crit +19.0% (-) Atk.spd 100% (-) On Hit.r1 +7(-) physical On Crit.r2 +5(-) physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Ivobrewyn (0 def, 5 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2(-) Dex +3(-) Wil +4(-) Con dps ---------- Melee+ 0(-20) item expose Melee Ret 6(-) physical On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +5 (-) Fatigue +1% (-) Resists +7%(-) blight +3%(-) mind Mind.save +6 (+3 eff.) (-) A cap made of leather. |
Tool | ![]() cleansing steel torque of mindblast [power 155] (10 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 195 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() gold garnet ring 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3(-) Con dps ---------- Phys.crit +3.0% (-) Spell.crit +3% (-) Mind.crit +3% (-) Dmg.mod +6%(-) all ----- def ----- Spell.save +13 (+6 eff.) (-) ---------- misc Max.stam +18.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Splendourspire the gold ring 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-3.0%) Spell.crit +0% (-3%) Mind.crit +0% (-3%) Phys.pwr +12 (+4 eff.) Spell.pwr +8 (+5 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +5%(-1%) all Res.pen +15% darkness ----- def ----- Resists +9% light Spell.save +0 (+0 eff.) (-13 (-6 eff.)) Die.at -40.00 life HP.reg +4.00 ---------- misc Max.stam +0.00 (-18.00) Light +1 Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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 | ![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5(-) Con +4(-) Wil dps ---------- Mind.crit +5% (-) Mind.pwr +10 (+3 eff.) (-) Dmg.mod +15%(-) acid +15%(-) nature +15%(-) mind Melee Ret 20(-) nature slow 20(-) poison ----- def ----- Armour +15 (-) Hardiness +30% (-) Defense +10 (+4 eff.) (-) Resists +30%(-) nature +11%(-) all Phys.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. |
Light source | ![]() Velassra the Muckquake 1.0 T3 lite [Rare] Nature While equipped: Stats +4(-) Wil dps ---------- Mind.pwr +5 (+1 eff.) (-) Dmg.mod +15%(-) nature ----- def ----- Resists +6%(-) temporal Max.HP +49.00 (-) ---------- misc Light +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Hailidol the linen cloak (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15%(-) acid Melee Ret 2(-) cold ----- def ----- Defense +7 (+3 eff.) (-) Resists +3%(-) blight +3%(-) temporal Phys.save +6 (+3 eff.) (-) Die.at -80.00 life (-) Disease- +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() noble's hardened leather belt of the giants 1.0 T3 belt armor [Ego+] Master While equipped: Stats +6(-) Cun +5(-) Wil dps ---------- Phys.pwr +6 (+2 eff.) (-) Against +23% (-)Summoned ----- def ----- D.Red.from +23% (-)Summoned Spell.save +10 (+5 eff.) (-) ---------- misc Size +1 (-) A belt that goes around your waist. |
Inventory
![]() movement infusion (speed 573%; cd 13) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 573% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 97 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Tideraze 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+10 eff.) (+25 (+9 eff.)) Melee+ 0(-5) mind Ranged+ 0(-5) mind Dmg.mod +21% mind ----- def ----- Fatigue -4% Resists +6% cold HP.reg +3.00 ---------- misc Light +3 See.Stealth +0 (-10) See.Invis +0 (-10) Amulets make your neck look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage Massive two-handed battleaxes. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +17 cold While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% acid ----- def ----- Resists +9% fire +12% nature +5% arcane Phys.save +18 (+9 eff.) Silence- +20% Confus- +20% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Disrupt Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Against +16% Unnatural On Hit: * 10 arcane resource burn While equipped: Stats +4 Wil Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +7 Mag +3 Wil +6 Cun +5 Con One-handed war axes. |
![]() cleansing reinforced leather armour of delving (12 def, 7 armour) 9.0 T4 light armor Reqs Str 18 [Ego+] Disrupt/Master While equipped: Stats +6 Str +0(-4) Wil +0(-5) Con dps ---------- Mind.crit +0% (-5%) Mind.pwr +0 (+0 eff.) (-10 (-3 eff.)) Dmg.mod +0%(-15%) acid +0%(-15%) nature +0%(-15%) mind Melee Ret 0(-20) poison 0(-20) nature slow ----- def ----- Armour +7 (-8) Hardiness +0% (-30%) Defense +12 (+4 eff.) (+2 (+0 eff.)) Fatigue +8% Resists +10% physical +14% darkness +16% blight +15%(-15%) nature +0%(-11%) all Phys.save +0 (+0 eff.) (-10 (-5 eff.)) Spell.save +0 (+0 eff.) (-10 (-5 eff.)) ---------- misc Light +2 Track: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() rejuvenating stralite mail armour of command (13 def, 17 armour) 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Psionic While equipped: Stats +0(-4) Wil +3 Cun +0(-5) Con dps ---------- Mind.crit +0% (-5%) Mind.pwr +0 (+0 eff.) (-10 (-3 eff.)) Dmg.mod +0%(-15%) acid +0%(-15%) nature +0%(-15%) mind Melee Ret 0(-20) poison 0(-20) nature slow ----- def ----- Armour +17 (+2) Hardiness +0% (-30%) Defense +13 (+5 eff.) (+3 (+1 eff.)) Fatigue +12% Resists +0%(-30%) nature +0%(-11%) all Phys.save +0 (+0 eff.) (-10 (-5 eff.)) Spell.save +0 (+0 eff.) (-10 (-5 eff.)) Mind.save +13 (+4 eff.) HP.reg +3.90 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() stralite mail armour of lightning resistance (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: Stats +0(-5) Con +0(-4) Wil dps ---------- Mind.crit +0% (-5%) Mind.pwr +0 (+0 eff.) (-10 (-3 eff.)) Dmg.mod +0%(-15%) acid +0%(-15%) nature +0%(-15%) mind Melee Ret 0(-20) poison 0(-20) nature slow ----- def ----- Armour +8 (-7) Hardiness +0% (-30%) Defense +4 (+2 eff.) (-6 (-2 eff.)) Fatigue +12% Resists +19% lightning +0%(-30%) nature +0%(-11%) all Phys.save +0 (+0 eff.) (-10 (-5 eff.)) Spell.save +0 (+0 eff.) (-10 (-5 eff.)) A suit of armour made of mail. |
![]() cleansing stralite plate armour of resilience (0 def, 13 armour) 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Nature/Disrupt While equipped: Stats +0(-5) Con +0(-4) Wil dps ---------- Mind.crit +0% (-5%) Mind.pwr +0 (+0 eff.) (-10 (-3 eff.)) Dmg.mod +0%(-15%) acid +0%(-15%) nature +0%(-15%) mind Melee Ret 0(-20) poison 0(-20) nature slow ----- def ----- Armour +13 (-2) Hardiness +0% (-30%) Defense +0 (+0 eff.) (-10 (-4 eff.)) Fatigue +22% Resists +10% blight +13%(-17%) nature +0%(-11%) all Phys.save +0 (+0 eff.) (-10 (-5 eff.)) Spell.save +0 (+0 eff.) (-10 (-5 eff.)) Max.HP +31.00 A suit of armour made of metal plates. |
![]() wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +0%(-15%) acid Melee Ret 0(-2) cold ----- def ----- Defense +2 (+1 eff.) (-5 (-2 eff.)) Resists +7% acid +0%(-3%) temporal +0%(-3%) blight +7% fire +7% cold +6% lightning Phys.save +0 (+0 eff.) (-6 (-3 eff.)) Die.at +0.00 life (+80.00 life) Disease- +0% (-10%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() steady voratun gauntlets of the verdant (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats +0(-3) Dex dps ---------- Melee+ 0(-7) physical Dmg.mod +0%(-4%) physical Acc +7 (+2 eff.) (-8 (-3 eff.)) ----- def ----- Armour +3 (-6) Fatigue +5% (-) Resists +10% blight +5% darkness +8% arcane Affinity +9% nature Phys.save +7 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +7 (+2 eff.) Disarm- +24% ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 (+3) Apr +15 (-) Crit +10.0% (-9.0%) Atk.spd 100% (-) On Hit.r1 +0(-7) physical On Crit.r2 +0(-5) physical On Hit: 10% Sand Breath 5 On Hit: 10% Perfect Control 5 On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() stabilizing cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Ego] Master While equipped: Stats +0(-2) Dex +5(+2) Wil +0(-4) Con dps ---------- Melee+ 0(-20) item expose Melee Ret 0(-6) physical ----- def ----- Armour +0 (-5) Defense +2 (+0 eff.) Fatigue +0% (-1%) Resists +0%(-7%) blight +0%(-3%) mind Phys.save +6 (+3 eff.) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) A pointy cloth hat, very wizardly... |
![]() Blastpiercer (2 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +0(-2) Dex +0(-3) Wil +0(-4) Con dps ---------- Melee+ 0(-20) item expose Dmg.mod +21% lightning +16% light +9% acid Melee Ret 10 acid 0(-6) physical On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +0 (-5) Defense +2 (+0 eff.) Fatigue +0% (-1%) Resists +9% acid +24% light +0%(-7%) blight +0%(-3%) mind +6% lightning Mind.save +0 (+0 eff.) (-6 (-3 eff.)) A pointy cloth hat, very wizardly... |
![]() iron helm 'Cyromira' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +4(+2) Dex +2(-1) Wil +0(-4) Con dps ---------- Melee+ 0(-20) item expose Melee Ret 0(-6) physical ----- def ----- Armour +3 (-2) Fatigue +5% (+4%) Resists +0%(-7%) blight +0%(-3%) mind Mind.save +0 (+0 eff.) (-6 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() Glaremight (dig speed 25 turns) 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +21% fire Acc +5 (+2 eff.) Melee Ret 2 light ----- def ----- Resists +3% light +6% darkness ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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. |
![]() soothing dwarven-steel torque of clear mind [power 2] (17 cooldown) 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 17 cooldown 100% to heal for 57. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Chettra the Cornac Brawler level 23
17th Haze 122nd year of Ascendancy at 09:03 see stats
By Chettra the Cornac Brawler level 15
38th Dusk 122nd year of Ascendancy at 22:32 see stats
By Chettra the Cornac Brawler level 21
1st Haze 122nd year of Ascendancy at 07:16 see stats
By Chettra the Cornac Brawler level 10
4th Dusk 122nd year of Ascendancy at 10:38 see stats
By Chettra the Cornac Brawler level 20
72nd Dusk 122nd year of Ascendancy at 01:30 see stats
By Chettra the Cornac Brawler level 23
22nd Haze 122nd year of Ascendancy at 01:29 see stats
By Chettra the Cornac Brawler level 23
5th Haze 122nd year of Ascendancy at 19:29 see stats
By Chettra the Cornac Brawler level 8
2nd Dusk 122nd year of Ascendancy at 03:55 see stats
By Chettra the Cornac Brawler level 23
8th Haze 122nd year of Ascendancy at 11:58 see stats
By Chettra the Cornac Brawler level 17
54th Dusk 122nd year of Ascendancy at 15:20 see stats
By Chettra the Cornac Brawler level 21
74th Dusk 122nd year of Ascendancy at 01:11 see stats
Log
Chettra's manaburn arcane area effect hits Chettra for 0 arcane damage.
Chettra's manaburn arcane area effect hits Elven guard for 0 arcane damage.
Chettra's manaburn arcane area effect hits Elven cultist for (20 absorbed), 28 arcane (28 total damage).
Elven cultist casts Drain.
Chettra deactivates Antimagic Shield.
The antimagic shield of Chettra crumbles.
Chettra is afflicted by a weakness disease!
Elven cultist hits Chettra for (40 antimagic), (15 flat reduction), 122 blight (122 total damage).
Elven cultist casts Drain.
Elven cultist hits Chettra for (15 flat reduction), 163 blight (163 total damage).
Chettra uses Infusion: Heroism.
Chettra slows down.
Chettra uses Infusion: Regeneration.
Chettra starts regenerating health quickly.
Elven warrior misses Chettra.
Poison from Chettra hits Elven guard for 5 nature damage.
Elven guard uses Shield Pummel.
Elven guard misses Chettra.
Elven guard misses Chettra.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Chettra speeds up.
Elven cultist activates his wand!
Elven cultist receives 76 healing.
Elven cultist hits Chettra for (15 flat reduction), 324 fire (324 total damage).
Decrepitude Disease from Elven cultist hits Chettra for (15 flat reduction), 30 blight (30 total damage).
Weakness Disease from Elven cultist hits Chettra for (15 flat reduction), 23 blight (23 total damage).
Elven cultist's Soul Rot hits Chettra for (15 flat reduction), 455 blight (455 total damage).
Chettra the level 26 cornac brawler was fried to death by an elven cultist on level 4 of Dark crypt.