








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Brawler |
Level / Exp | 22 / 6% |
Size | medium |
Lifes / Deaths | Killed by Weffladzo the dolleg at level 22 on the 55th Dusk 122nd year of Ascendancy at 18:16 / 1 |
Primary Stats
Strength | 51 (base 17) |
Dexterity | 52 (base 42) |
Constitution | 47 (base 18) |
Magic | 49 (base 40) |
Willpower | 45 (base 27) |
Cunning | 56 (base 42) |
Resources
Life | -79/1012 |
Mana | 277/311 |
Stamina | 190/242 |
Healing Factor | 0.56576036866356 |
Regeneration | 37.064937180087 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Barehand
Damage | 88 |
Accuracy | 51 |
Crit Chance | 20% |
APR | 7 |
Speed | 0.80 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +10% |
Arcane | +9% |
Fire | +27% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 34 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 44 |
Mental Save | 37 |
Defense: Resistances
Acid | + 15%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 17%( 70%) |
All | + 11%( 70%) |
Lightning | + 19%( 70%) |
Light | + 38%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 55%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 19% |
Silence Resistance | 26% |
Confusion Resistance | 25% |
Knockback Resistance | 40% |
Stun Resistance | 64% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Feather Wind |
talent | Shock Hands |
talent | Striking Stance |
detrimental effect | Affected by toxic chemicals. Has 22% talent failure, 79% reduced healing, and takes 98.95 additional acid damage from melee and ranged attacks. Miasma |
beneficial effect | Countering melee attacks: Has a 29% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
beneficial effect | The target has 58 increased life regeneration. Recovery |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | 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. | active |
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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes stats: +4(-) Wil / +4(-) Mag Silence immunity: +26% (-) Confusion immunity: +25% (-) Stun/Freeze immunity: +28% (-) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +5(-) Wil Changes resistances: +18%(-) fire / +10%(-) darkness / +10%(-) nature Changes damage: +10%(-) fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.0% (-) Attack speed: 125% (-) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10(-) fire Damage conversion: 50%(-) fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 210.62 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
On head | ![]() Armukan (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +8(-) Str Changes resistances: +5%(-) acid / +9%(-) lightning / +8%(-) fire / +5%(-) arcane / +7%(-) cold Spell save: +9 (+3 eff.) (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 168.6 Physical damage. If the attack hits, the target is confused (41% 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. |
Tool | ![]() Hellsoblivion the steel torque of mindblast [power 150] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6(-) fire Changes resistances penetration: +5%(-) fire It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() steel ring 'Haneg' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Physical crit. chance: +2.0% (-) Physical power: +17 (+5 eff.) (-) Damage when hit (Melee): 2(-) physical Changes stats: +5(-) Str / +5(-) Dex / +5(-) Cun / +5(-) Con Changes resistances: +24%(-) fire Changes resistances penetration: +5%(-) physical Changes damage: +12%(-) fire Stamina each turn: +2.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() steel ring 'Marderedil' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-17 (-5 eff.)) Damage when hit (Melee): 0(-2) physical Changes stats: +1(-4) Str / +0(-5) Dex / +6 Wil / +5(-) Cun / +2(-3) Con Changes resistances: +0%(-24%) fire Changes resistances penetration: +0%(-5%) physical Changes damage: +9% arcane / +0%(-12%) fire Reduces incoming crit damage: 5.00% Spell save: +12 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Stamina each turn: +0.00 (-2.00) Maximum stamina: +12.00 Mindpower: +5 (+1 eff.) Infravision radius: +1 Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Main armor | ![]() Bikini (0 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7%(-) all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() regal cashmere cloak of the guardian (8 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +8 (+4 eff.) (-) Changes stats: +2(-) Wil Physical save: +13 (+6 eff.) (-) Spell save: +15 (+5 eff.) (-) Mental save: +20 (+10 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) 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
![]() Druvon Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Damage when hit (Melee): 6 mind Changes stats: +1 Cun / +4 Wil Changes resistances: +12% light / +12% darkness Physical save: +10 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +14 (+6 eff.) Blindness immunity: +24% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
![]() Daimeroddagrim Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Physical crit. chance: +0.0% (-2.0%) Physical power: +5 (+2 eff.) (-12 (-3 eff.)) Damage when hit (Melee): 0(-2) physical Changes stats: +5(-) Str / +0(-5) Dex / +4 Mag / +7(+2) Cun / +5(-) Con Changes resistances: +0%(-24%) fire Changes resistances penetration: +0%(-5%) physical Changes damage: +0%(-12%) fire / +6% physical Mental save: +5 (+3 eff.) Confusion immunity: +24% Stamina each turn: +0.00 (-2.00) Maximum stamina: +20.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-17 (-5 eff.)) Damage when hit (Melee): 0(-2) physical Changes stats: +0(-5) Str / +0(-5) Dex / +0(-5) Cun / +0(-5) Con Changes resistances: +0%(-24%) fire Changes resistances penetration: +0%(-5%) physical Changes damage: +0%(-12%) fire Stamina each turn: +0.00 (-2.00) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
![]() Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 nature Damage (radius 2) on crit: +12 light When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Changes resistances: +10% blight / +3% cold / +3% darkness / +3% temporal Sharp, short and deadly. It was hardened by the digestive sack. |
![]() Wildwar the pair of dwarven-steel boots (5 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +5 (+2 eff.) Fatigue: +3% (-) Changes stats: +0(-4) Wil / +0(-4) Mag Changes resistances: +12% cold / +13% fire Changes damage: +15% nature Silence immunity: +0% (-26%) Confusion immunity: +0% (-25%) Stun/Freeze immunity: +0% (-28%) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +4 Cun / +4(-1) Wil Changes resistances: +0%(-18%) fire / +10%(-) nature / +0%(-10%) darkness Changes damage: +5% nature / +0%(-10%) fire Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7(-11.0 - -12.1) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +4.0% (+3.0%) Attack speed: 125% (-) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). When this weapon hits: Slime Spit (35% chance level 1). Damage (Melee): +0(-10) fire Damage conversion: 0%(-50%) fire These gloves are coated with a thick, green liquid. |
![]() polar rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Damage (Melee): 5 cold Changes stats: +0(-5) Wil Changes resistances: +0%(-10%) nature / +0%(-18%) fire / +0%(-10%) darkness / +6% cold Changes damage: +0%(-10%) fire / +3% cold When used to modify unarmed attacks: Base power: 6.5 - 7.2(-11.5 - -12.7) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-6) Crit. chance: +1.0% (-) Attack speed: 125% (-) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +0(-10) fire Damage (radius 2) on crit: +6 ice Damage conversion: 0%(-50%) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Islutha (0 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +2 (-2) Damage (Melee): 8 mind / 5 temporal Damage (Ranged): 7 temporal Changes stats: +7 Dex / +0(-5) Wil / +2 Cun Changes resistances: +5% temporal / +0%(-10%) darkness / +0%(-18%) fire / +5% mind / +0%(-10%) nature Changes damage: +5% temporal / +5% mind / +0%(-10%) fire When used to modify unarmed attacks: Base power: 16.0 - 17.6(-2.0 - -2.2) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +9 (+2) Crit. chance: +3.0% (+2.0%) Attack speed: 125% (-) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +0(-10) fire Damage (radius 2) on crit: +6 mind Damage conversion: 0%(-50%) fire It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() umbral iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 (-3) Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +3 Str / +0(-5) Wil Changes resistances: +0%(-18%) fire / +6%(-4%) darkness / +0%(-10%) nature Changes damage: +3% darkness / +0%(-10%) fire When used to modify unarmed attacks: Base power: 14.5 - 20.3(-3.5 - +0.5) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-4) Crit. chance: +2.0% (+1.0%) Attack speed: 100% (-25%) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 22% Damage (Melee): +0(-10) fire Damage conversion: 0%(-50%) fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Aerymina (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-2) Fatigue: +3% Damage (Melee): 12 blight / 5 temporal Damage (Ranged): 9 temporal Changes stats: +0(-5) Wil Changes resistances: +7% temporal / +0%(-10%) darkness / +14% blight / +0%(-18%) fire / +0%(-10%) nature Changes resistances penetration: +15% blight Changes damage: +10% blight / +4% temporal / +0%(-10%) fire When used to modify unarmed attacks: Base power: 21.0 - 29.4(+3.0 - +9.6) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+2) Crit. chance: +8.0% (+7.0%) Attack speed: 100% (-25%) When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). When this weapon hits: Soul Rot (40% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +0(-10) fire Damage (radius 2) on crit: +17 blight Damage conversion: 0%(-50%) fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() insulating voratun helm of constitution (+4) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (+1) Fatigue: +5% (+1%) Changes stats: +0(-8) Str / +4 Con Changes resistances: +0%(-5%) acid / +0%(-9%) lightning / +5%(-2%) cold / +0%(-5%) arcane / +9%(+1%) fire Spell save: +0 (+0 eff.) (-9 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
![]() Cyrulrawyn the alchemist's lamp Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Damage when hit (Melee): 4 acid Changes resistances: +0%(-30%) light / +6% temporal Changes resistances penetration: +5% acid Changes damage: +0%(-10%) light Physical save: +9 (+5 eff.) Mental save: +7 (+3 eff.) Light radius: +6 (+1) See stealth: +10 See invisible: +7 Healing mod.: +12% (+2%) A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-6) fire Changes stats: +5 Wil Changes resistances penetration: +0%(-5%) fire Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
![]() Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-6) fire Changes resistances penetration: +0%(-5%) fire Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 173.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 328/400. 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. |
![]() Islana the Glittershear [power 47] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 0(-6) fire Changes resistances penetration: +0%(-5%) fire Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. * Increase all damage penetration by 15% for 2 turns. * Heal for 50. Torques are made by powerful psionics to store psionic powers. |
![]() Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 0(-6) fire Changes stats: +5 Wil Changes resistances: +5% physical Changes resistances penetration: +0%(-5%) fire Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Achievements
By Tanife Cares the Higher Brawler level 10
44th Dusk 122nd year of Ascendancy at 23:08 see stats
By Tanife Cares the Higher Brawler level 20
51st Dusk 122nd year of Ascendancy at 12:45 see stats
By Tanife Cares the Higher Brawler level 7
76th Pyre 122nd year of Ascendancy at 12:44 see stats
By Tanife Cares the Higher Brawler level 22
55th Dusk 122nd year of Ascendancy at 06:20 see stats
By Tanife Cares the Higher Brawler level 22
52nd Dusk 122nd year of Ascendancy at 04:28 see stats
By Tanife Cares the Higher Brawler level 18
51st Dusk 122nd year of Ascendancy at 02:34 see stats
Log
Tanife Cares hits Weffladzo the dolleg for (17 blocked), 0 fire, (22 blocked), 0 physical, (6 blocked), 0 fire, (4 blocked), 0 lightning, (10 blocked), 0 fire, 4 mind, (11 blocked), 0 light, (49 blocked), 0 fire (4 total damage).
Weffladzo the dolleg uses Slime Spit.
Tanife Cares speeds up.
Your shield crumbles under the damage!
The shield around Tanife Cares crumbles.
Tanife Cares is recovering from the damage!
Tanife Cares slows down.
Tanife Cares speeds up.
Tanife Cares has recovered!
Talent Double Strike is ready to use.
Weffladzo the dolleg's Slime Spit hits Tanife Cares for (29 flat reduction), (33 absorbed), 42 nature (42 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Tanife Cares throws a concussive punch.
Tanife Cares slows down.
Tanife Cares roars!
Tanife Cares's mind surges with critical power!
Weffladzo the dolleg shrugs off the critical damage!
Weffladzo the dolleg resists!
Tanife Cares hits Weffladzo the dolleg for 16 fire, 20 physical, 6 fire, 4 lightning, 10 fire, 4 mind, 11 light, 87 physical, 133 physical (289 total damage).
Melee retaliation hits Weffladzo the dolleg for 1 physical, 4 fire (5 total damage).
Static Shield from Weffladzo the dolleg hits Tanife Cares for (29 flat reduction), (29 flat reduction), 55 acid, 70 lightning, (7 flat reduction), 0 blight, (3 flat reduction), 0 fire (125 total damage).
Melee retaliation hits Tanife Cares for (4 flat reduction), 0 blight, (1 flat reduction), 0 fire (0 total damage).
Burning from Tanife Cares hits Weffladzo the dolleg for 24 fire damage.
Tanife Cares casts Arcane Reconstruction.
Tanife Cares receives 132 healing.
Weffladzo the dolleg uses Capacitor Discharge.
Weffladzo the dolleg performs a melee critical strike against Tanife Cares!
Saving game...