









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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 21 / 33% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 21 on the 70th Regrowth 123rd year of Ascendancy at 11:16 / 1 |
Primary Stats
Strength | 35 (base 19) |
Dexterity | 50 (base 35) |
Constitution | 42 (base 13) |
Magic | 14 (base 10) |
Willpower | 14 (base 10) |
Cunning | 53 (base 48) |
Resources
Life | -259/783 |
Stamina | 0/170 |
Healing Factor | 1.4639880031269 |
Regeneration | 4.7579610101624 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 34.470023594311 |
See Invisible | 34.470023594311 |
Offense: Barehand
Damage | 74 |
Accuracy | 51 |
Crit Chance | 21% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +19% |
Arcane | +8% |
Fire | +11% |
Nature | +6% |
Offense: Damage Penetration
Acid | +15% |
Fire | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 19 (51.69962066283%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 24 |
Mental Save | 30 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 31%( 70%) |
All | + 17%( 70%) |
Lightning | + 28%( 70%) |
Light | + 27%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 18%( 70%) |
Mind | + 25%( 70%) |
Fire | + 43%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 50% |
Confusion Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 690% 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 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 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 failed to protect the injured seer from death by OnePunchCornac. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. 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 bloated horror heart. * '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.' * You've found the needed hummerhorn wing. | 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 within | active |
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. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Armour +3 Resists +12% light +9% blight Crit.chn- 15.00% Max.HP +80.00 A pair of boots made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+5 eff.) ----- def ----- Armour +6 Mind.save +8 (+4 eff.) Max.HP +49.00 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +8.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% acid Melee Ret 10 darkness ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +8% temporal +7% nature +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% nature ----- def ----- Resists +6% fire +12% nature +5% arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +8 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% temporal Melee Ret 2 temporal ----- def ----- Phys.save +17 (+7 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+4 eff.) ---------- misc Infravis +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +12% Cut- +50% Confus- +23% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +8% arcane +7% temporal ----- def ----- Defense +10 (+3 eff.) Resists +2% physical +6% cold +3% blight +3% fire +6% nature +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% acid +11% cold +6% temporal 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 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Max.HP +31.00 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 489% 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 T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Con +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +11% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% light Phys.save +7 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con +2 Mag dps ---------- Dmg.mod +6% fire Melee Ret 6 nature 4 fire ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +3% fire +15% cold ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +6% lightning +22% darkness +7% light +7% blight +7% fire +7% cold +9% all Phys.save +11 (+5 eff.) Spell.save +20 (+10 eff.) Mind.save +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% temporal ----- def ----- Resists +9% all +11% temporal Spell.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +1 Dex +2 Mag +2 Wil +3 Cun dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +1 Resists +5% lightning +5% temporal +3% mind Max.HP +40.00 Teleport- +20% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% nature ----- def ----- Armour +5 Fatigue -3% Resists +9% nature +6% cold Max.HP +30.00 ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +3 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +8 Crit +6.0% Atk.spd 100% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 125% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 darkness Dmg.mod +3% darkness Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +6.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +9% cold +6% nature Crit.chn- 5.00% Heal.mod +10% ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +2 Defense +8 (+3 eff.) Fatigue +6% Resists +2% physical +16% fire A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% light +11% darkness A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 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 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 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 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. |
Achievements
By OnePunchCornac the Cornac Brawler level 20
61st Regrowth 123rd year of Ascendancy at 06:15 see stats
By OnePunchCornac the Cornac Brawler level 19
27th Regrowth 123rd year of Ascendancy at 03:37 see stats
By OnePunchCornac the Cornac Brawler level 10
72nd Dusk 122nd year of Ascendancy at 17:22 see stats
By OnePunchCornac the Cornac Brawler level 20
28th Regrowth 123rd year of Ascendancy at 06:11 see stats
By OnePunchCornac the Cornac Brawler level 18
3rd Decay 122nd year of Ascendancy at 02:17 see stats
By OnePunchCornac the Cornac Brawler level 9
44th Dusk 122nd year of Ascendancy at 03:41 see stats
By OnePunchCornac the Cornac Brawler level 18
5th Allure 123rd year of Ascendancy at 23:16 see stats
By OnePunchCornac the Cornac Brawler level 13
23rd Haze 122nd year of Ascendancy at 01:18 see stats
By OnePunchCornac the Cornac Brawler level 18
5th Allure 123rd year of Ascendancy at 10:31 see stats
By OnePunchCornac the Cornac Brawler level 19
27th Regrowth 123rd year of Ascendancy at 10:21 see stats
Log
Grand Corruptor hits OnePunchCornac for (16 flat reduction), 39 fire (39 total damage).
OnePunchCornac drops on the floor: iron gauntlets (0 def, 1 armour).
Talent Open Palm Block is ready to use.
Weakness Disease from Grand Corruptor hits OnePunchCornac for (16 flat reduction), 4 blight (4 total damage).
Lava floor burns OnePunchCornac!
Grand Corruptor hits OnePunchCornac for (16 flat reduction), 39 fire (39 total damage).
OnePunchCornac drops on the floor: rough leather gloves (0 def, 1 armour).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Boil.
OnePunchCornac is free from the weakness disease.
You are no longer encumbered.
OnePunchCornac is afflicted by a decrepitude disease!
OnePunchCornac slows down.
Grand Corruptor hits Grand Corruptor for 101 healing, 49 healing (0 total damage) [150 healing].
Grand Corruptor hits OnePunchCornac for (16 flat reduction), 93 blight (93 total damage).
OnePunchCornac is free from the hex.
OnePunchCornac has finished recovering.
Talent Infusion: Regeneration is ready to use.
Decrepitude Disease from Grand Corruptor hits OnePunchCornac for (16 flat reduction), 18 blight (18 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
OnePunchCornac speeds up.
Grand Corruptor receives 101 healing.
OnePunchCornac reacts to damage from Grand Corruptor's Soul Rot, mitigating the blow!.
Grand Corruptor deactivates Fearscape.
Grand Corruptor's Soul Rot hits OnePunchCornac for (16 flat reduction), (59 reacted , -5 stam), 173 blight (173 total damage).
OnePunchCornac the level 21 cornac brawler was diseased to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!