










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! 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:
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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 25 / 74% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 3rd Pyre 123rd year of Ascendancy at 04:37 4 / 2Killed by fire drake hatchling at level 20 on the 47th Pyre 123rd year of Ascendancy at 22:26 |
Primary Stats
| Strength | 102 (base 42) |
| Dexterity | 27 (base 26) |
| Constitution | 43 (base 38) |
| Magic | 16 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 44 (base 21) |
Resources
| Life | 682/682 |
| Stamina | 190/190 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 4.5469303259265 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 38.719706428051 |
| See Invisible | 38.719706428051 |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 48 |
| Crit Chance | 49% |
| APR | 2 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Lightning | +12% |
| Light | +10% |
| Cold | +12% |
| Blight | +11% |
| Mind | +6% |
| Fire | +14% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 38.723073231957 (96.438666929426%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 33%( 70%) |
| Cold | + 22%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 40%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 13%( 70%) |
| Mind | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Confusion Resistance | 20% |
| Poison Resistance | 10% |
| Disarm Resistance | 31% |
| Teleport Resistance | 20% |
| Silence Resistance | 24% |
| Pinning Resistance | 56% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| 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 463 life over 5 turns. Its effects scale with your Strength 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 706% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Precise Strikes |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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. | active |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by fire drake. Escort: worried loremaster (level 4 of Old Forest) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 10. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. * You've found the needed ice ant stinger. 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 hummerhorn wing. * You've found the needed honey tree root. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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 xorn fragment. * You've found the needed bear paw. | active |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +24% Confus- +20% Stun/Frz- +23% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Woewend of the Blightspawn2.0 T1 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +5% light On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 13 * 22% chance to reduce damage dealt by 17% ----- def ----- Defense +6 (+3 eff.) Resists +3% acid +7% darkness +9% light Affinity +5% light Phys.save +12 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +17 (+6 eff.) Teleport- +20% ---------- misc Light +4 See.Stealth +7 See.Invis +7 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 75.03 light damage. At talent level 3 you gain 14% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +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: Level 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.83 to 95.49 lightning damage (63.66 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Eclipsebreak of the Blightspawn [power 278] (9 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats -9 Dex +11 Wil dps ---------- Dmg.mod +9% blight Phasing +20% Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Cun +5 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +12% fire Melee Ret 2 fire ----- def ----- Defense +12 (+6 eff.) Resists +12% mind +3% fire Max.HP +32.00 Disarm- +31% Pinning- +31% Stun/Frz- +30% Knockbk- +37% Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 30 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Betarabeth1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Resists +6% lightning +10% temporal Spell.save +6 (+2 eff.) Poison- +10% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In main hand | steel greatsword 'Sunarc' (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 lightning +7 blight +10 mind On Crit.r2 +8 light On Hit: 20% Epidemic 2 On Hit: * 17% chance to reduce all saves and defense by 20 * 9% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +10.0% Dmg.mod +3% light Res.pen +10% lightning ----- def ----- Disease- +17% ---------- misc Light +3 Massive two-handed swords. |
| On hands | hardened leather gloves 'Earidir' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 8 mind Dmg.mod +4% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 Resists +9% blight +3% cold +8% mind Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Elywe the Glaregore (6 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +16 Defense +6 (+3 eff.) Fatigue +22% Resists +16% blight +6% mind +16% darkness +9% light Mind.save +24 (+8 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +10% temporal Spell.save +5 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +41.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% temporal Pinning- +25% Knockbk- +23% Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 23%; mental; dur 2; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
rogue's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +4 (+2 eff.) Resists +24% fire Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Polydath (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +21 (+10 eff.) Dmg.mod +3% acid +20% fire Acc +7 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +7 (+3 eff.) Resists +6% lightning +6% blight HP.reg +0.80 Heal.mod +17% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 70.90 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. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +7% temporal A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% fire +6% cold ---------- misc Max.enc +23 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blindbrawn (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +2 Cun +2 Con dps ---------- Res.pen +15% darkness Melee Ret 4 acid ----- def ----- Defense +8 (+4 eff.) Resists +18% acid +15% fire +17% light Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Splendourvice (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Wil +3 Cun dps ---------- Melee Ret 4 light ----- def ----- Armour +3 Fatigue +2% Resists +3% blight Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +7% fire +5% cold A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 8 physical Dmg.mod +4% physical ----- def ----- Armour +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
storm hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +4% lightning ----- def ----- Armour +2 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Isimina the Coalpanic (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% darkness +5% acid Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% nature +6% blight A pointy cloth hat, very wizardly... |
grounding linen wizard hat of lightning (+22%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +22% lightning +5% temporal A pointy cloth hat, very wizardly... |
Fulyrain (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +6 Str ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid Spell.save +6 (+2 eff.) Die.at -80.00 life Max.HP +27.00 A suit of armour made of leather. |
4 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. |
120 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. |
12 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. |
13 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Durystir (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str ----- def ----- Resists +6% fire Cut- +10% Stun/Frz- +20% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 42/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 (+6 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. |
focusing steel torque of clear mind [power 2] (15 cooldown)2.0 T2 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 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (9 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Gayama' [power 175] (9 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +12% blight ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Puts all charms on 9 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Layissra the ash totem of stinging [power 182] (9 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +3% blight Sting an enemy dealing 186 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Erelinik the Prismnaught [power 105] (9 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% lightning Crit.chn- 5.00% Spell.save +6 (+2 eff.) Max.HP +20.00 HP.reg +2.00 Fire a magical bolt dealing 107 acid damage Puts all charms on 9 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Bethuwen' [power 180] (9 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+10 eff.) S.pwr/crit +4 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Max.mana +100.00 Fire a magical bolt dealing 205 fire damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of shielding [power 116] (12 cooldown)2.0 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 12 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 230] (12 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
8 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. |
6 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. |
8 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
Killed Ben Cruthdar the Cursed.By YourBoxo VIII the Cornac Berserker level 10
66th Haze 122nd year of Ascendancy at 03:06 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By YourBoxo VIII the Cornac Berserker level 25
33rd Dusk 123rd year of Ascendancy at 19:56 see stats
Exterminator
Killed 1000 creatures.By YourBoxo VIII the Cornac Berserker level 18
5th Pyre 123rd year of Ascendancy at 09:03 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By YourBoxo VIII the Cornac Berserker level 25
31st Dusk 123rd year of Ascendancy at 04:17 see stats
Level 10
Got a character to level 10.By YourBoxo VIII the Cornac Berserker level 10
66th Haze 122nd year of Ascendancy at 03:04 see stats
Level 20
Got a character to level 20.By YourBoxo VIII the Cornac Berserker level 20
26th Pyre 123rd year of Ascendancy at 08:18 see stats
Size matters
Did over 600 damage in one attack.By YourBoxo VIII the Cornac Berserker level 20
47th Pyre 123rd year of Ascendancy at 17:17 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By YourBoxo VIII the Cornac Berserker level 25
31st Dusk 123rd year of Ascendancy at 05:03 see stats
That was close
Killed your target while having only 1 life left.By YourBoxo VIII the Cornac Berserker level 18
3rd Pyre 123rd year of Ascendancy at 04:36 see stats
The Arena
Unlocked Arena mode.By YourBoxo VIII the Cornac Berserker level 7
2nd Summertide 122nd year of Ascendancy at 05:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By YourBoxo VIII the Cornac Berserker level 23
6th Mirth 123rd year of Ascendancy at 20:04 see stats
The secret city
Discovered the truth about mages.By YourBoxo VIII the Cornac Berserker level 11
80th Haze 122nd year of Ascendancy at 20:08 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By YourBoxo VIII the Cornac Berserker level 23
5th Mirth 123rd year of Ascendancy at 23:50 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 10.00 gold from the transmogrification of Skin of Many (12 def, 6 armour).
You gain 3.64 gold from the transmogrification of prismatic voratun mail armour of cold resistance (5 def, 10 armour).
You gain 3.19 gold from the transmogrification of miner's hardened leather cap of might (0 def, 5 armour).
You gain 1.91 gold from the transmogrification of cashmere robe of power (0 def, 0 armour).
You gain 3.52 gold from the transmogrification of yew vilestaff of illumination (20-24 power, 4 apr, darkness element).
You gain 4.46 gold from the transmogrification of balanced steel mace of daylight (12-18 power, 3 apr).
You gain 15.00 gold from the transmogrification of Dedication (31-43 power, 6 apr).
You gain 5.34 gold from the transmogrification of plaguebringer's dwarven-steel greatsword of massacre (52-82 power, 2 apr).
You gain 5.46 gold from the transmogrification of warbringer's dwarven-steel battleaxe (30-45 power, 2 apr).
You gain 2.72 gold from the transmogrification of savage's gold ring.
You gain 1.26 gold from the transmogrification of shielding rune (absorb 87; dur 5; cd 14).
There is a Portal to the lost land of Poosh here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Track is ready to use.
Today is the 35th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 36th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
There is a Shatur (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
YourBoxo VIII uses Track.
Heart of Poosh is not wearable.

























































































