








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/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 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 25 / 61% |
Size | medium |
Lifes / Deaths | Killed by forge-giant at level 25 on the 32nd Haze 122nd year of Ascendancy at 05:55 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 51 (base 27) |
Dexterity | 65 (base 47) |
Constitution | 43 (base 10) |
Magic | 10 (base 10) |
Willpower | 30 (base 11) |
Cunning | 50 (base 42) |
Resources
Life | -60/750 |
Stamina | 171/212 |
Healing Factor | 1.4823943661972 |
Regeneration | 0.3705985915493 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +454% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.595095619122 |
See Invisible | 33.595095619122 |
Offense: Barehand
Damage | 87 |
Accuracy | 49 |
Crit Chance | 20% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Nature | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 21 (46.274970622797%) |
Defense | 66 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 28 |
Mental Save | 46 |
Defense: Resistances
Blight | + 31%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 7%( 70%) |
All | + 7%( 70%) |
Lightning | + 12%( 70%) |
Light | + 17%( 70%) |
Darkness | + 27%( 70%) |
Physical | + 11%( 70%) |
Fire | + 20%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
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 / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Moving at extreme speed (454% faster). Any action other than movement will cancel it. Wild Speed |
beneficial effect | The target's defense is increased by 16. Defensive Maneuver |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 69%. Exhaustion |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | The target has 34% chance to evade melee and ranged attacks and gains 38 defense. Evasion |
beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
beneficial effect | You gain 14% resistance against fire. Resolve |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by Glorerin the rattlesnake. Escort: lost anorithil (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant lightning ant. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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] Master While equipped: Stats +1 Dex ----- def ----- Armour +3 Defense +11 (+3 eff.) Fatigue +2% Resists +6% lightning ---------- misc Stam/turn +0.80 Max.stam +5.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17% chance to reduce effective powers by 20% * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+6 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit: * 18% chance to reduce effective powers by 20% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +6 Dex +2 Cun dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +11% darkness ---------- misc Infravis +3 A cap made of leather. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 10/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 14/50. 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 20 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. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% light +11% darkness Blind- +22% Amulets can have magical properties. |
Main armor | ![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +6 Defense +8 (+2 eff.) Fatigue +8% Phys.save +5 (+2 eff.) A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Phys.save +12 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Resists +6% blight +5% arcane Mind.save +12 (+4 eff.) Die.at -40.00 life Max.HP +42.00 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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 9 turns. While Heroism is active, you will only die when reaching -256 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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 -215 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 12) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any dragon around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+2 eff.) ----- def ----- Resists +24% lightning Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +6% blight HP.reg +0.80 Poison- +16% Disease- +13% Stun/Frz- +26% Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag 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 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Normal] Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Nature/Disrupt Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +18 insidious poison Against +11% Unnatural While equipped: Stats +4 Wil One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 16.0 - 20.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Normal] Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 38.0 - 49.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
![]() 3.0 T3 arrow ammo [Ego] Nature Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Nature Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+1 eff.) Mind.pwr +12 (+6 eff.) Res.pen +10% mind ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Mind.save +18 (+6 eff.) Heal/summ +20 ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +33.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +16% lightning +12% cold +6% nature Spell.save +25 (+12 eff.) A suit of armour made of leather. |
![]() 14.0 T4 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +6% physical Phys.save +12 (+4 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: Stats +1 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +5% acid +6% blight Mind.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +1 Wil +7 Lck dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +3% Stealth +7 ---------- misc Max.hate +8.00 Max.psi +30.00 A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +5 Con dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +3% Resists +18% lightning ---------- misc Max.hate +6.00 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +9% temporal +8% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +4% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +5 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 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +5% arcane ---------- misc Talents +3 Lay Web Cooldown Lay Web -2 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 40% Puts all charms on 29 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By FistFace the Cornac Brawler level 12
14th Dusk 122nd year of Ascendancy at 12:17 see stats
By FistFace the Cornac Brawler level 16
39th Dusk 122nd year of Ascendancy at 01:37 see stats
By FistFace the Cornac Brawler level 19
45th Dusk 122nd year of Ascendancy at 04:35 see stats
By FistFace the Cornac Brawler level 10
1st Flare 122nd year of Ascendancy at 10:25 see stats
By FistFace the Cornac Brawler level 20
55th Dusk 122nd year of Ascendancy at 09:34 see stats
By FistFace the Cornac Brawler level 23
14th Haze 122nd year of Ascendancy at 12:06 see stats
By FistFace the Cornac Brawler level 18
44th Dusk 122nd year of Ascendancy at 19:11 see stats
Log
Lava floor burns FistFace!
Lava floor hits FistFace for (21 resist armour), 5 fire (5 total damage).
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FistFace uses Set Up.
FistFace is moving defensively!
Forge-giant misses FistFace.
Forge-giant has been set up!
FistFace evades Forge-giant.
Lava floor hits Forge-giant for 0 fire damage.
Forge-giant has survived the set up.
FistFace is invigorated by the attack!
FistFace feels pain again.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant's cleansing fire area effect hits FistFace for (21 resist armour), 19 fire (19 total damage).
FistFace's creeping dark hits Forge-giant for 20 darkness damage.
FistFace is no longer a badass tree.
Talent Open Palm Block is ready to use.
FistFace is invigorated by the attack!
Lava floor hits FistFace for (18 resist armour), 0 fire (0 total damage).
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FistFace uses Tumble.
FistFace uses Infusion: Movement.
FistFace is moving freely.
FistFace is moving at extreme speed!
Forge-giant uses Throw Boulder.
Forge-giant hurls a huge boulder at FistFace!
FistFace reacts to damage from Forge-giant, mitigating the blow!.
Saving game...