












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 25 / 20% |
Size | big |
Lifes / Deaths | Killed by Aduwe the mean looking elven guard at level 25 on the 71st Regrowth 123rd year of Ascendancy at 11:09 / 1 |
Primary Stats
Strength | 57 (base 45) |
Dexterity | 29 (base 24) |
Constitution | 42 (base 30) |
Magic | 10 (base 10) |
Willpower | 23 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | 1/1005 |
Stamina | 37/229 |
Healing Factor | 1.3639880031269 |
Regeneration | 3.0689730070356 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 25.082562303769 |
See Invisible | 25.082562303769 |
Offense: Mainhand
Damage | 84 |
Accuracy | 46 |
Crit Chance | 16% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +22% |
Temporal | +3% |
Darkness | +30% |
Physical | +13% |
Lightning | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +7% |
Lightning | +15% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 63.723073231957 (96.438666929426%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 23 |
Physical Save | 30 |
Spell Save | 20 |
Mental Save | 36 |
Defense: Resistances
Acid | + 29%( 70%) |
Physical | + 22%( 70%) |
Cold | + 28%( 70%) |
All | + 7%( 70%) |
Darkness | + 24%( 70%) |
Light | + 23%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 18%( 70%) |
Lightning | + 57%( 70%) |
Fire | + 38%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Disarm Resistance | 45% |
Poison Resistance | 20% |
Blind 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Class Talents
Technique / Battle tactics | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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. 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 |
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 orc heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of the savior. 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 snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within3 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. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Wil +6 Con dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) S.pwr/crit +10 Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.08 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Master Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 17 Ranged+ +8 light On Hit.r1 +16 light +12 cold On Crit.r2 +20 cold On Hit: * 20% chance to slow global speed by 41% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +4 Resists +12% mind Die.at -80.00 life Max.HP +54.00 ---------- misc Stam/turn +1.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Armour +7 Fatigue +3% Resists +3% light +9% darkness +8% nature Spell.save +5 (+2 eff.) Mind.save +9 (+4 eff.) Max.HP +58.00 Heal.mod +13% Poison- +20% A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +2 Wil dps ---------- Crit.mult +15.00% Phys.pwr +20 (+6 eff.) Dmg.mod +6% physical ----- def ----- Armour +7 Resists +1% physical Mind.save +8 (+4 eff.) Max.HP +53.00 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. |
Tool | ![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% light +9% acid Res.pen +5% light Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 538 Base Damage: 209 Armor: 6 All Resist: 18 Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
On fingers | ![]() 0.1 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 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 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 155% 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 neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +7 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 9 light 8 darkness Dmg.mod +10% light +11% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% On Melee Ret: * 7% chance to blind * 7% chance to reduce damage dealt by 14% ----- def ----- Fatigue -6% Resists +15% lightning +15% light +10% darkness HP.reg +2.00 Blind- +23% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 29 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +5% acid Res.pen +7% acid ----- def ----- Disease- +15% Sharp, long, and deadly. It was changed by the digestive sack. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +6 (+3 eff.) Max.HP +41.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 Melee+ +12 acid While equipped: Stats +1 Con dps ---------- On Melee Ret: * 15% chance to reduce armor by 21% ----- def ----- Armour +6 Fatigue +8% Resists +10% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% darkness Apr +1 ----- def ----- Armour +7 Defense +11 (+5 eff.) Resists +12% cold Die.at -60.00 life Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% lightning ----- def ----- Armour +11 Fatigue +22% Resists +14% acid +15% physical +9% temporal +34% fire +15% lightning +11% cold Disarm- +45% Stun/Frz- +52% Knockbk- +47% ---------- misc Cooldown Rush -10 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 460% 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 526% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 [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 physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 137.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +14 (+7 eff.) Spell.save +11 (+5 eff.) Mind.save +13 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Mind.crit +8% Phys.pwr +9 (+3 eff.) Mind.pwr +15 (+7 eff.) Res.pen +25% arcane ----- def ----- Resists +5% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% blight ----- def ----- Defense +8 (+4 eff.) Resists +12% blight Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +3% darkness Res.pen +25% darkness ----- def ----- Resists +12% fire Mind.save +8 (+4 eff.) Confus- +28% Rings make your fingers look great! |
![]() 3.0 T4 greatsword 2H weapon [Rare] Psionic Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 mind +12 arcane +20 fire On Hit.r1 +8 fire On Crit.r2 +12 acid On Hit: * 42% chance to reduce all saves and defense by 16 While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +12% arcane +12% fire ----- def ----- Resists +6% acid Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +12 lightning On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +6% fire ---------- misc Light +3 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Nature/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +14 lightning +11 cold While equipped: dps ---------- Mov.spd +25% Res.pen +7% lightning +13% cold Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +10% darkness ---------- misc Hate/m.crit +1.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 cold On Hit.r1 +4 cold On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: dps ---------- Res.pen +5% light +20% mind ----- def ----- Resists +3% light One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% One-handed war axes. |
![]() 3.0 T2 arrow ammo [Rare] Nature Power 121% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +12 nature On Hit.r1 +20 cold On Crit.r2 +20 mind +20 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Master Power 112% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 38 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Master Power 158% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +21.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +15 (+7 eff.) Fatigue +12% Mind.save +18 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +44.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Fatigue +3% Resists +4% physical Cut- +10% Silence- +10% Stun/Frz- +20% ---------- misc Stam/turn +0.60 Max.stam +16.00 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 [Rare] Psionic While equipped: Stats +1 Mag +2 Con dps ---------- Dmg.mod +21% light ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +12.00 Infravis +2 See.Invis +6 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +5 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% HP.reg +7.00 ---------- misc Stam/turn +1.00 Max.stam +17.00 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. |
![]() 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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag +4 Wil +2 Cun +4 Con dps ---------- Dmg.mod +12% light ---------- misc Infravis +2 See.Invis +3 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Con ----- def ----- Resists +5% arcane +3% cold Max.HP +100.00 Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Yuria the Bully the Cornac Bulwark level 13
27th Dusk 122nd year of Ascendancy at 01:20 see stats
By Yuria the Bully the Cornac Bulwark level 20
72nd Haze 122nd year of Ascendancy at 04:28 see stats
By Yuria the Bully the Cornac Bulwark level 19
70th Haze 122nd year of Ascendancy at 14:02 see stats
By Yuria the Bully the Cornac Bulwark level 10
6th Mirth 122nd year of Ascendancy at 16:33 see stats
By Yuria the Bully the Cornac Bulwark level 20
71st Haze 122nd year of Ascendancy at 15:43 see stats
By Yuria the Bully the Cornac Bulwark level 23
41st Regrowth 123rd year of Ascendancy at 21:02 see stats
By Yuria the Bully the Cornac Bulwark level 10
6th Mirth 122nd year of Ascendancy at 16:42 see stats
By Yuria the Bully the Cornac Bulwark level 22
39th Regrowth 123rd year of Ascendancy at 03:37 see stats
By Yuria the Bully the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 05:09 see stats
By Yuria the Bully the Cornac Bulwark level 22
38th Regrowth 123rd year of Ascendancy at 03:41 see stats
By Yuria the Bully the Cornac Bulwark level 17
44th Haze 122nd year of Ascendancy at 04:15 see stats
Log
Talent Shield Pummel is ready to use.
Talent Rush is ready to use.
Aduwe the mean looking elven guard HEALS from darkness damage!
Bleeding from Aduwe the mean looking elven guard hits Yuria the Bully for 2 physical damage.
Aduwe the mean looking elven guard hits Yuria the Bully for 4 physical, 31 physical, 0 arcane (36 total damage).
Deadly Poison from Aduwe the mean looking elven guard hits Yuria the Bully for 108 nature damage.
Melee retaliation hits Aduwe the mean looking elven guard for 1 darkness, 1 darkness (4 total damage).
Your summoned Lashing Tentacle disappears.
Aduwe the mean looking elven guard uses Dual Strike.
Yuria the Bully resists the vile poison!
Yuria the Bully resists the stunning strike!
Yuria the Bully stops bleeding.
Talent Greater Weapon Focus is ready to use.
Talent Repulsion is ready to use.
Aduwe the mean looking elven guard HEALS from darkness damage!
Aduwe the mean looking elven guard hits Yuria the Bully for 36 physical, 3 physical (40 total damage).
Deadly Poison from Aduwe the mean looking elven guard hits Yuria the Bully for 108 nature damage.
Melee retaliation hits Aduwe the mean looking elven guard for 1 darkness, 1 darkness (4 total damage).
Yuria the Bully fails to use Shield Pummel.
Aduwe the mean looking elven guard uses Heartseeker.
Aduwe the mean looking elven guard performs a melee critical strike against Yuria the Bully!
Yuria the Bully is crippled.
Poison bursts out of Yuria the Bully's corpse!
Yuria the Bully stops regenerating health quickly.
Aduwe the mean looking elven guard HEALS from darkness damage!
Aduwe the mean looking elven guard hits Yuria the Bully for 8 physical, 29 physical (38 total damage).
Deadly Poison from Aduwe the mean looking elven guard hits Yuria the Bully for 108 nature damage.
Melee retaliation hits Aduwe the mean looking elven guard for 1 darkness, 1 darkness (4 total damage).
Yuria the Bully the level 25 cornac bulwark was splurged to death by Aduwe the mean looking elven guard on level 1 of Dark crypt.