









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
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 | 25 / 92% |
Size | medium |
Lifes / Deaths | Killed by Adydatha the minotaur at level 20 on the 32nd Haze 122nd year of Ascendancy at 05:28 2 / 5Killed by Glira the bandit at level 20 on the 32nd Haze 122nd year of Ascendancy at 08:58 Killed by Aruramira the black bear at level 23 on the 20th Regrowth 123rd year of Ascendancy at 20:59 Killed by Emedheda the vampire at level 25 on the 19th Pyre 123rd year of Ascendancy at 05:50 Killed by Fisty at level 25 on the 19th Pyre 123rd year of Ascendancy at 05:55 |
Primary Stats
Strength | 24 (base 16) |
Dexterity | 54 (base 54) |
Constitution | 28 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 47 (base 47) |
Resources
Life | 696/696 |
Stamina | 197/197 |
Steam | 100/100 |
Healing Factor | 1.5863636363637 |
Regeneration | 1.9829545454546 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 8 |
See Stealth | 62.679862542722 |
See Invisible | 62.679862542722 |
Offense: Barehand
Damage | 69 |
Accuracy | 34 |
Crit Chance | 28% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Physical | +17% |
Mind | +6% |
All | 0% |
Darkness | +15% |
Light | +12% |
Arcane | +15% |
Fire | +15% |
Nature | +3% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +5% |
Light | +10% |
Defense: Base
Armour (hardiness) | 30 (36.618610747051%) |
Defense | 34 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 13 |
Mental Save | 18 |
Defense: Resistances
Darkness | + 18%( 70%) |
Light | + 21%( 70%) |
Temporal | + 13%( 70%) |
Nature | + 26%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Bleed Resistance | 20% |
Confusion Resistance | 22% |
Teleport Resistance | 10% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 83%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 381% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 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 failed to protect the lost sun paladin from death by Islereta the snow giant chieftain. Escort: lost sun paladin (level 1 of Daikara) | failed |
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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane +12% acid Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Silence- +22% Confus- +22% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +8% physical +3% nature +15% fire Res.pen +5% fire Melee Ret 8 nature ----- def ----- Armour +9 Resists +6% nature Unarmed combat: Power 119% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit.r1 +7 physical On Crit.r2 +5 physical +12 fire On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% physical ----- def ----- Armour +5 Fatigue +5% Resists +14% nature Spell.save +6 (+6 eff.) Max.HP +90.00 HP.reg +0.40 Heal.mod +34% ---------- misc Stam/turn +0.40 Max.stam +25.00 Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +15% darkness Res.pen +10% light +10% darkness ----- def ----- Resists +9% light +12% darkness Harden the skin for 7 turns increasing armour by 75 and armour hardiness by 70% Puts all charms on 18 cooldown 100% to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 25 light Ranged+ 20 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 11% chance to blind ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 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... |
Main armor | ![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+8 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Crit.dmg- 10.00% Die.at -80.00 life Blind- +20% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +9% cold +6% temporal Die.at -20.00 life Cut- +20% Teleport- +5% 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 [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Apr +3 ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% light Mind.save +6 (+4 eff.) HP.reg +0.60 Heal.mod +11% Teleport- +5% A belt that goes around your waist. |
Inventory
![]() 0.1 T2 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 increase movement speed by 590% 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. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 554% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +2 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Unseen.red 11% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 20 fire ---------- misc Infravis +2 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% physical +3% light +12% fire Res.pen +15% light Acc +9 (+5 eff.) Apr +10 Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +9 (+5 eff.) Resists +6% lightning +15% physical +24% fire Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 10/10. 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 154% 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. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% cold +24% fire Res.pen +10% fire ----- def ----- Resists +6% lightning +54% fire +6% light +24% cold Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Max.HP +29.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
![]() 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature Power 72% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +5.5% Atk.spd 100% On Hit: * Slows global speed by 8% * 7% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee Ret 12 physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- HP.reg +2.20 Divide the mindstar in two Puts all charms on 1 cooldown 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. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Disrupt Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: * Slows global speed by 40% While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +9% acid +9% temporal +3% blight +8% fire +11% lightning +25% cold Spell.save +8 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 102% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Melee+ +8 nature +7 temporal Uses 1.0 Steam While equipped: dps ---------- Res.pen +20% mind ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +4% Resists +12% nature Crit.dmg- 10.00% Spell.save +9 (+8 eff.) Blind- +15% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +19 Melee+ +9 nature +9 temporal Uses 1.0 Steam While equipped: dps ---------- Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +9% darkness +9% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 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. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid +3% nature +6% blight A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +12% fire Spell.save -18 (-18 eff.) Die.at -40.00 life Disease- +15% Silence- +35% ---------- misc Stam/turn +0.60 Mana/turn -0.28 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +4 Mag +8 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+4 eff.) ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.crit +7% Mind.crit +3% Spell.pwr +7 (+7 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +17% light +14% darkness ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +7% light +7% darkness +6% mind Mind.save +22 (+12 eff.) Max.HP +34.00 ---------- misc Equi/ret +0.08 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 167% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 104.67 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T5 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +25% physical ----- def ----- Armour +3 Phys.save +9 (+5 eff.) Heal.mod +15% Unarmed combat: Power 137% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +18 Crit +10.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 hands armor [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Melee+ 9 physical Dmg.mod +4% physical ----- def ----- Armour +10 Crit.dmg- 15.00% ---------- misc Light +2 Unarmed combat: Power 135% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 167% On Hit.r1 +16 lightning +12 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +12% mind Res.pen +10% nature +25% mind Acc +7 (+4 eff.) Apr +10 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +6% nature Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +8 Apr +14 Crit +8.0% Atk.spd 125% On Hit.r1 +8 nature On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane Acc +6 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +6 (+4 eff.) Disarm- +25% Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +8.0% Atk.spd 125% Melee+ +6 arcane On Crit.r2 +7 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +8% cold Spell.save +3 (+3 eff.) ---------- misc Light +3 Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +20% arcane ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+9 eff.) Mind.save +12 (+7 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +2 Cun +7 Con dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +3 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +4 Con +3 Wil ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+12 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 17.0 T1 massive armor Reqs Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 90 power out of 100/100 The very essence of bearness! |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+4 eff.) 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 (+4 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Melee Ret 4 physical ----- def ----- Armour +2 Resists +9% acid +1% physical +11% nature Phys.save +6 (+3 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag +1 Cun +2 Con dps ---------- Melee Ret 12 fire ---------- misc Infravis +1 See.Invis +12 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Phys.crit +3.0% ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Max.HP +46.00 ---------- misc Light +2 See.Invis +6 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. |
![]() 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 182 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. |
powerful frost salve [power 15] powerful frost salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
![]() 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. |
![]() 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Con ----- def ----- Armour +6 Die.at -80.00 life ---------- misc Wards +2 lightning +2 temporal +3 blight +3 fire +2 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 138 to 277 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 24
22nd Regrowth 123rd year of Ascendancy at 18:55 see stats
By Fisty the Cornac Brawler level 13
15th Dusk 122nd year of Ascendancy at 20:34 see stats
By Fisty the Cornac Brawler level 24
11st Pyre 123rd year of Ascendancy at 09:06 see stats
By Fisty the Cornac Brawler level 10
3rd Dusk 122nd year of Ascendancy at 16:44 see stats
By Fisty the Cornac Brawler level 20
32nd Haze 122nd year of Ascendancy at 02:54 see stats
By Fisty the Cornac Brawler level 19
15th Haze 122nd year of Ascendancy at 17:04 see stats
By Fisty the Cornac Brawler level 14
35th Dusk 122nd year of Ascendancy at 13:49 see stats
By Fisty the Cornac Brawler level 23
20th Regrowth 123rd year of Ascendancy at 20:40 see stats
By Fisty the Cornac Brawler level 9
2nd Dusk 122nd year of Ascendancy at 17:31 see stats
By Fisty the Cornac Brawler level 16
46th Dusk 122nd year of Ascendancy at 19:56 see stats
By Fisty the Cornac Brawler level 22
6th Decay 122nd year of Ascendancy at 02:27 see stats
By Fisty the Cornac Brawler level 16
44th Dusk 122nd year of Ascendancy at 20:16 see stats
Log
Emedheda the vampire stops spinning fate.
Emedheda the vampire is fully armored again.
You pickup 0.75 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.70 gold pieces.
Learnt new tinker schematic: Rocket Boots
You pickup 0.85 gold pieces.
Fisty has been yanked back to the tether!
Emedheda the vampire's spatial tether hits Fisty for (7 resist armour), 42 temporal, (7 resist armour), 45 physical, (7 resist armour), 42 temporal (129 total damage).
Fisty the level 25 cornac brawler was replaced by a time clone (and no one ever knew the difference) to death by Emedheda the vampire on level 2 of Daikara.
You have 2 life(s) left.
Fisty has finished recovering.
Fisty deactivates Striking Stance.
Fisty deactivates Trained Reactions.
Fisty is no longer tethered.
Fisty is not affected anymore by the salve.
Fisty is free from the rotting disease.
Fisty is firmly planted in reality.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Emedheda the vampire's spatial tether killed Fisty!
Talent Spinning Backhand is ready to use.
Saving done.
Saving game...