









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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 | Male |
Race | Shalore |
Class | Brawler |
Level / Exp | 19 / 32% |
Size | medium |
Lifes / Deaths | Killed by netherworm mass at level 19 on the 35th Pyre 123rd year of Ascendancy at 15:39 / 1 |
Primary Stats
Strength | 34 (base 13) |
Dexterity | 50 (base 40) |
Constitution | 29 (base 10) |
Magic | 16 (base 10) |
Willpower | 21 (base 10) |
Cunning | 46 (base 43) |
Resources
Life | -7/558 |
Stamina | 83/198 |
Healing Factor | 1.1524687383467 |
Regeneration | 6.0504608763202 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Barehand
Damage | 76 |
Accuracy | 49 |
Crit Chance | 30% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +9% |
Nature | +6% |
Physical | +5% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +18% |
Defense: Base
Armour (hardiness) | 26 (62.946778433524%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 19 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 16%( 70%) |
Light | + 10%( 70%) |
Cold | + 10%( 70%) |
Physical | + 15%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% 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
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 wretchling eyeball. * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. 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 giant spider spinneret. * You've found the needed green worm. * '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.' | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: defense ------ Armor +1 Defense +3 (+1 eff.) Fatigue -4% Physical save +5 (+3 eff.) other ------- Encumbrance +20 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% On-Hit 7 physical Damage +6% nature +5% physical Ignore Armor +6 defense ------ Armor +13 Defense +20 (+6 eff.) Fatigue +3% Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 19/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.25 to 99.76 lightning damage (66.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +11 Str +3 Wil offense ------ Physical Crit +9.0% Mind Crit +10% Damage +9% light Ignore resists +18% physical defense ------ Resistance +6% lightning Life +29.00 other ------- Max stamina +17.00 Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 14/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 30.96 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Light source | ![]() 1.0 Encumbrance T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Spellpower +6 (+3 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +6 (+2 eff.) Resistance +10% light +12% fire Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 189.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +12% cold Healmod +11% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Damage +14% darkness Accuracy +15 (+5 eff.) defense ------ Resistance +28% darkness +2% physical Physical save +3 (+2 eff.) Unlife -80.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 68.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 32.5 - 52.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +19 cold While equipped: Stats +3 Wil +4 Mag offense ------ Spellpower/crit +4 Damage +9% arcane Ignore resists +10% light other ------- Mana-on-crit +2.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +6 cold Blunt and deadly. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 cold On-Hit, radius 1 +8 fire On Hit: 10% Shoot 1 While equipped: offense ------ Damage +9% nature Ignore resists +5% fire defense ------ Resistance +9% nature +3% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+3 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +11.00% Spellpower +6 (+3 eff.) Damage +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Ignore Shields +20% While equipped: offense ------ Spell Crit +3% Mindpower +10 (+5 eff.) Ignore resists +20% mind +8% all Accuracy +9 (+3 eff.) Ignore Armor +7 other ------- Mana-on-crit +1.00 Max psi +40.00 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +10.0% defense ------ Crit Resistance 10.00% other ------- Light +3 Infravision +3 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 14 * 25% chance for lightning to strike from the target to a second target dealing 38 damage One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Disrupt/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 mind Damage Against +7% Unnatural On Hit: * 12% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +3 Wil One-handed war axes. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% darkness When Hit 4 darkness 6 fire defense ------ Defense +2 (+1 eff.) Resistance +9% darkness +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +3 Dex defense ------ Armor +5 Defense +2 (+1 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Critical power +5.00% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +1 Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +5 (+2 eff.) Move Speed +10% When Hit 6 fire defense ------ Armor +3 Fatigue -7% Resistance +6% darkness Life +30.00 other ------- Stamina/turn +0.40 Hate-on-crit +3.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +15% acid When Hit 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to reduce armor by 24% defense ------ Armor +4 Fatigue -3% Resistance +3% blight Physical save +10 (+5 eff.) other ------- Encumbrance +33 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +21% light +3% fire On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Armor +4 Fatigue +3% Resistance +3% fire Silence Resist +23% Confus Resist +31% Stun Resist +23% other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Mag +3 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) On-Hit 24 mind 19 darkness On-Hit (Melee): * 13% chance to reduce all saves and defense by 22 defense ------ Armor +2 Resistance +3% nature Mind save -13 (-7 eff.) Life +80.00 other ------- Light +3 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 10 blight Damage +6% blight +6% acid Ignore resists +25% darkness +25% lightning When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +2 Resistance +7% blight +3% lightning Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +8 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 light Damage +5% light defense ------ Armor +2 Resistance +9% light Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) When Hit 6 lightning defense ------ Defense +2 (+1 eff.) Resistance +6% light +6% mind Physical save +6 (+3 eff.) Confus Resist +20% Stun Resist +20% other ------- Psi/turn +0.15 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 71.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +2 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 71.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun offense ------ Mind Crit +2% Damage +9% arcane +9% mind defense ------ Armor +9 Defense +16 (+5 eff.) Fatigue +8% Resistance +18% cold +12% light +13% darkness Mind save +13 (+6 eff.) other ------- Max psi +30.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +12% darkness +6% mind +10% light Mind save +12 (+6 eff.) A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 5% chance to reduce all saves and defense by 22 When Hit: * 11% chance to reduce all saves and defense by 22 defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (292 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By FistyPunch the Shalore Brawler level 13
6th Decay 122nd year of Ascendancy at 10:36 see stats
By FistyPunch the Shalore Brawler level 18
34th Pyre 123rd year of Ascendancy at 21:44 see stats
By FistyPunch the Shalore Brawler level 10
23rd Haze 122nd year of Ascendancy at 08:29 see stats
By FistyPunch the Shalore Brawler level 10
53rd Haze 122nd year of Ascendancy at 12:50 see stats
By FistyPunch the Shalore Brawler level 11
64th Haze 122nd year of Ascendancy at 15:01 see stats
By FistyPunch the Shalore Brawler level 17
1st Pyre 123rd year of Ascendancy at 10:34 see stats
Log
Netherworm mass hits FistyPunch for (10 flat reduction), (22 blocked), 0 temporal, (10 flat reduction), (22 blocked), 0 darkness (0 total damage).
Talent Vitality is ready to use.
FistyPunch hits Netherworm mass for 16 lightning damage.
FistyPunch hits Bethurivea the vampire for 13 lightning damage.
FistyPunch hits Netherworm mass for 16 lightning damage.
FistyPunch hits Netherworm mass for 16 lightning damage.
FistyPunch hits Netherworm mass for 81 physical damage.
FistyPunch hits Bethurivea the vampire for 6 physical damage.
FistyPunch hits Netherworm mass for 5 physical damage.
FistyPunch killed Netherworm mass!
Bethurivea the vampire casts Soul Rot.
Netherworm mass misses FistyPunch.
Netherworm mass hits FistyPunch for (10 flat reduction), (22 blocked), 0 temporal, (10 flat reduction), (22 blocked), 0 darkness (0 total damage).
You cannot block any more attacks!
Bethurivea the vampire's Soul Rot hits FistyPunch for (10 flat reduction), (38 blocked), 110 blight (110 total damage).
Talent Infusion: Regeneration is ready to use.
FistyPunch hits Netherworm mass for 16 lightning damage.
FistyPunch hits Bethurivea the vampire for 13 lightning damage.
FistyPunch hits Netherworm mass for 16 lightning damage.
FistyPunch uses Infusion: Regeneration.
FistyPunch starts regenerating health quickly.
Bethurivea the vampire casts Drain.
Netherworm mass misses FistyPunch.
Netherworm mass leeches life from FistyPunch!
Bethurivea the vampire hits FistyPunch for (10 flat reduction), 119 blight (119 total damage).
Netherworm mass hits FistyPunch for (10 flat reduction), 19 temporal, (10 flat reduction), 19 darkness (38 total damage).
FistyPunch hits Netherworm mass for 21 healing, 13 healing (0 total damage) [33 healing].
FistyPunch the level 19 shalore brawler was darkened to death by a netherworm mass on level 1 of Ruined Dungeon.