









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 20 / 61% |
Size | medium |
Lifes / Deaths | Killed by Lisenor the white ooze at level 18 on the 39th Haze 122nd year of Ascendancy at 03:55 2 / 4Killed by Lisotha the assassin at level 20 on the 41st Haze 122nd year of Ascendancy at 11:23 Killed by Emyletira the gigantic corrosive tunneler at level 20 on the 63rd Haze 122nd year of Ascendancy at 12:42 Killed by Fisty at level 20 on the 63rd Haze 122nd year of Ascendancy at 12:47 |
Primary Stats
Strength | 33 (base 13) |
Dexterity | 51 (base 48) |
Constitution | 38 (base 10) |
Magic | 10 (base 10) |
Willpower | 17 (base 10) |
Cunning | 41 (base 38) |
Resources
Life | 684/684 |
Stamina | 194/194 |
Steam | 100/100 |
Healing Factor | 1.6419230769231 |
Regeneration | 2.2165961538462 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 11 |
See Stealth | 30.709119195249 |
See Invisible | 30.709119195249 |
Offense: Barehand
Damage | 67 |
Accuracy | 33 |
Crit Chance | 12% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Cold | +21% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Defense: Base
Armour (hardiness) | 24 (36.618610747051%) |
Defense | 35 |
Ranged Defense | 40 |
Fatigue | 7.5475638051044 |
Physical Save | 39 |
Spell Save | 25 |
Mental Save | 25 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 52%( 70%) |
All | 0%( 70%) |
Darkness | + 31%( 70%) |
Light | + 15%( 70%) |
Mind | + 9%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Poison Resistance | 25% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -331 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. |
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 416% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Possessed. | 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 red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. * You've found the needed minotaur nose. | 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 within1 lumberjacks have died. | 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] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +15 Fatigue +3% Resists +5% arcane Die.at -20.00 life Poison- +10% Knockbk- +10% Disengage: Puts all charms on 15 cooldown Level 3.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
On hands | ![]() 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 9 cold Dmg.mod +6% cold On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Resists +9% mind +7% cold ---------- misc Light +2 Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Hit.r1 +4 light On Crit.r2 +10 ice +8 mind On Hit: 10% Ice Breath 3 On Hit: * 40% chance to cause random gloom Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +6% light +3% blight Phys.save +20 (+7 eff.) Max.HP +50.00 HP.reg +0.40 Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +5% arcane +3% light +16% darkness Affinity +15% darkness Spell.save +3 (+2 eff.) ---------- misc Light +2 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.20 cold and 9.26 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +0.70 Heal.mod +14% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Main armor | ![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +7% arcane Spell.save +10 (+5 eff.) A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +6% light Phys.save +6 (+2 eff.) Max.HP +44.00 Poison- +15% ---------- misc Light +2 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 T3 cloak armor [Rare] Nature While equipped: dps ---------- Spell.crit +4% S.pwr/crit +4 Dmg.mod +18% fire ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life ---------- misc Mana/s.crit +3.00 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 [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 386% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% nature Spell.save +6 (+3 eff.) Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +3.00% Dmg.mod +11% nature ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +22% nature +9% fire Heal.mod +15% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 11 bleeding, 46% reduced healing While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +10.0% Phys.pwr +12 (+4 eff.) ----- def ----- Resists +12% mind ---------- misc Telepathy Dragon Demon/Major Demon/Minor Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Psionic Power 149% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 darkness Against +10% Living Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +32 (+18 eff.) S.pwr/crit +8 Melee+ 26 arcane Dmg.mod +30% darkness +9% physical ----- def ----- Armour +9 Hardiness +4% Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Phys.save +9 (+3 eff.) Heal.mod +10% ---------- misc Max.mana +84.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 17.86 to 21.43 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+5 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +14% physical Res.pen +10% physical ----- def ----- HP.reg +1.30 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% ----- def ----- Max.HP +32.00 Heal/summ +40 ---------- misc Max.hate +10.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical +6% nature +9% darkness Res.pen +10% physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +18% nature A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +12% physical Res.pen +5% fire ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +5% acid +6% blight Heal.mod +15% ---------- misc Stam/turn +0.60 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 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 [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+8 eff.) S.pwr/crit +2 Dmg.mod +10% mind Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +10% mind Spell.save +17 (+9 eff.) Silence- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +7% fire A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Melee Ret 12 light On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +6 ---------- misc Light +3 Unarmed combat: Power 96% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Hit.r1 +6 physical On Crit.r2 +4 light +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 110% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +2 HP.reg +1.20 ---------- misc Stam/turn +0.50 Max.stam +15.00 Unarmed combat: Power 117% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +5 Apr +9 Crit +14.0% Atk.spd 125% On Hit: 10% Slumber 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 See.Invis +9 Telepathy Dragon A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Str +3 Wil +5 Cun dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +25% blight Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +5% ---------- misc Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind Res.pen +25% mind Melee Ret 12 mind ----- def ----- Defense +2 (+1 eff.) Resists +6% mind +12% fire Phys.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +6 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% lightning Apr +5 ----- def ----- Armour +4 Fatigue -6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Defense +2 (+1 eff.) Resists +12% physical A pointy cloth hat, very wizardly... |
![]() 9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +18% fire A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 7 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Ego] Nature/Master Power 124% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +7 Crit +1.5% Capacity 22 Ranged+ +15 insidious poison Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego] Arcane Power 139% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +9 temporal On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 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: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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 [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() 3.0 T3 shot ammo [Ego] Nature/Master Power 144% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 40 Proj.spd +200% On Hit: * 10% chance to create an air burst While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Fisty the Cornac Brawler level 9
4th Dusk 122nd year of Ascendancy at 04:37 see stats
By Fisty the Cornac Brawler level 9
4th Dusk 122nd year of Ascendancy at 04:37 see stats
By Fisty the Cornac Brawler level 10
9th Dusk 122nd year of Ascendancy at 10:50 see stats
By Fisty the Cornac Brawler level 20
41st Haze 122nd year of Ascendancy at 04:47 see stats
By Fisty the Cornac Brawler level 18
33rd Haze 122nd year of Ascendancy at 00:07 see stats
By Fisty the Cornac Brawler level 17
6th Haze 122nd year of Ascendancy at 07:59 see stats
By Fisty the Cornac Brawler level 20
41st Haze 122nd year of Ascendancy at 11:22 see stats
By Fisty the Cornac Brawler level 9
7th Flare 122nd year of Ascendancy at 23:06 see stats
By Fisty the Cornac Brawler level 13
69th Dusk 122nd year of Ascendancy at 07:34 see stats
By Fisty the Cornac Brawler level 15
75th Dusk 122nd year of Ascendancy at 11:04 see stats
Log
Fisty lashes out with a spinning backhand.
Emyletira the gigantic corrosive tunneler moves reluctantly!
Emyletira the gigantic corrosive tunneler hits Fisty for (6 resist armour), 0 physical, (8 resist armour), (4 blocked), 0 fire (0 total damage).
Fisty hits Blue ooze for 5 light damage.
Fisty hits Emyletira the gigantic corrosive tunneler for (43 blocked), 0 physical, 0 arcane, 14 cold, 4 light (18 total damage).
Talent Infusion: Regeneration is ready to use.
Acid Splash from Emyletira the gigantic corrosive tunneler hits Fisty for (3 resist armour), 0 acid (0 total damage).
Fisty is dazed!
Emyletira the gigantic corrosive tunneler performs a melee critical strike against Fisty!
You cannot block any more attacks!
Fisty is not dazed anymore.
Emyletira the gigantic corrosive tunneler hits Fisty for (8 resist armour), (338 blocked), 0 physical, (5 resist armour), 0 acid, (6 resist armour), 0 fire, (8 resist armour), (11 blocked), 88 physical (88 total damage).
Fisty the level 20 cornac brawler was raked to death by Emyletira the gigantic corrosive tunneler on level 1 of Sandworm lair.
You have 2 life(s) left.
Fisty deactivates Trained Reactions.
Fisty is free from the acid.
Fisty deactivates Striking Stance.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Emyletira the gigantic corrosive tunneler killed Fisty!
Talent Vitality is ready to use.
Talent Double Strike is ready to use.
Talent Uppercut is ready to use.
Talent Open Palm Block is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.
Saving game...