










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 22 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Adutta the Guardian at level 22 on the 7th Regrowth 123rd year of Ascendancy at 02:16 / 2Killed by Lashing Tentacle at level 22 on the 7th Regrowth 123rd year of Ascendancy at 02:21 |
Primary Stats
| Strength | 25 (base 15) |
| Dexterity | 52 (base 49) |
| Constitution | 28 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 55 (base 42) |
Resources
| Life | -131/782 |
| Stamina | 163/163 |
| Healing Factor | 1.2756298990388 |
| Regeneration | 3.5079822223567 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.032874162149 |
| See Invisible | 35.032874162149 |
Offense: Barehand
| Damage | 73 |
| Accuracy | 55 |
| Crit Chance | 26% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +18% |
| Blight | +9% |
| Physical | +9% |
| All | 0% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 19 (44.574340358689%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 46%( 70%) |
| Cold | + 24%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 29%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 25% |
| Stun Resistance | 22% |
| Poison Resistance | 38% |
| Knockback Resistance | 62% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -136 life. The duration and life will increase by 1% for every 1% life you have lost (currently 295 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 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 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 green worm. * You've found the needed warg claw. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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 honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. | 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 within5 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 | pair of iron boots 'Salynne' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of steel shots of crippling (22/22, 26-32 power, 2 apr)3.0 T2 shot ammo [Ego++] Master Power 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +18.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| On hands | scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+3 eff.) Apr +6 On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +25 (+12 eff.) Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 10% * 15 arcane resource burn * 15% chance to slow global speed by 48% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Eremyhir the Deepswedge (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Acc +20 (+6 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +9% darkness +4% all Phys.save +9 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Noondare the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +18% light +9% blight ----- def ----- Resists +9% blight +7% fire +6% darkness +12% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +25% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
| On fingers | treant's steel ring of misery0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 22 On Hit (Ranged): * 12% chance to reduce all saves and defense by 22 ----- def ----- Resists +7% nature +5% blight Poison- +14% Disease- +29% ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! It was changed by the digestive sack. |
| Around neck | Frostimmortal the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +11% lightning +6% cold +6% temporal Spell.save +6 (+3 eff.) Die.at -80.00 life Max.HP +40.00 Stun/Frz- +22% Amulets make your neck look great! |
| Main armor | verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +7% blight +9% all Max.HP +58.00 HP.reg +2.50 Heal.mod +13% Poison- +24% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +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. |
| Cloak | resilient cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -3% Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Rings make your fingers look great! |
Growthpunish the steel battleaxe (25-38 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 25.0 - 37.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 mind Against +20% Unnatural On Crit.r2 +16 nature On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +5 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +6 Resists +9% blight +1% physical Massive two-handed battleaxes. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Lisorerin the dwarven-steel greatsword (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Resists +6% nature +1% physical Max.HP +20.00 Heal.mod +15% Silence- +20% Massive two-handed swords. |
slime-covered dwarven-steel greatsword (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 48% Massive two-handed swords. |
wyrm's vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 lightning 2 physical 2 fire 2 acid 2 cold ----- def ----- Resists +3% lightning +4% physical +3% cold +4% fire +3% acid ---------- misc Talents +1 Attune Mindstar 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. |
infernal yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +15 (+6 eff.) Melee+ 17 fire Dmg.mod +20% darkness ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chargefurnace1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% lightning Melee Ret 2 physical ----- def ----- Resists +15% lightning +6% temporal Die.at -20.00 life A belt that goes around your waist. |
Nerilera1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +3% physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +13 (+4 eff.) Resists +9% blight Stealth +6 A belt that goes around your waist. |
nightruned hardened leather belt1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +5 Wil +9 Cun +7 Lck dps ---------- Against +18% Summoned ----- def ----- D.Red.from +23% Summoned Stealth +7 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
Smolderpall (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +6% arcane Res.pen +10% fire ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Berath (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag dps ---------- Dmg.mod +19% acid Melee Ret 4 temporal ----- def ----- Resists +28% acid +9% temporal +11% all Crit.chn- 5.00% ---------- misc See.Invis +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Drozilahir the Voidoracle (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Fatigue +5% Resists +13% darkness +6% mind +11% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flarepassion the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +3% light Res.pen +5% mind Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +2 (+0 eff.) Resists +3% fire +15% nature +6% mind A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
shielding cashmere wizard hat of time (+10%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +2 (+0 eff.) Resists +10% temporal Spell.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
werebeast's dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex +4 Cun +4 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lavastriker (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +20 (+9 eff.) Res.pen +10% fire Melee Ret 10 acid ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% lightning ---------- misc Equi/ret +0.16 A suit of armour made of leather. |
4 agate0.0 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. |
57 alchemist agate0.0 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. |
onyx0.0 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. |
5 aquamarine0.0 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. |
2 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 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. |
Lightninghunger the alchemist's lamp1.0 T3 lite [Rare] Disrupt While equipped: Stats +7 Dex dps ---------- Melee Ret 4 physical ----- def ----- Defense +15 (+5 eff.) Resists +6% lightning +3% all Crit.chn- 15.00% Spell.save +5 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Isatira the Treelace [power 165] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 10% ----- def ----- Resists +6% acid +9% nature +9% blight Fire a magical bolt dealing 165 fire damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 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. |
ametrine0.0 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By sfdhgsdgh the Cornac Brawler level 16
36th Dusk 122nd year of Ascendancy at 11:03 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By sfdhgsdgh the Cornac Brawler level 14
21st Dusk 122nd year of Ascendancy at 20:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By sfdhgsdgh the Cornac Brawler level 20
1st Allure 123rd year of Ascendancy at 09:57 see stats
Level 10 (Roguelike)
Got a character to level 10.By sfdhgsdgh the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 16:35 see stats
Level 20 (Roguelike)
Got a character to level 20.By sfdhgsdgh the Cornac Brawler level 20
75th Haze 122nd year of Ascendancy at 03:39 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By sfdhgsdgh the Cornac Brawler level 19
11st Haze 122nd year of Ascendancy at 02:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By sfdhgsdgh the Cornac Brawler level 9
5th Mirth 122nd year of Ascendancy at 20:12 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By sfdhgsdgh the Cornac Brawler level 20
76th Haze 122nd year of Ascendancy at 00:50 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By sfdhgsdgh the Cornac Brawler level 18
75th Dusk 122nd year of Ascendancy at 09:49 see stats
Unstoppable (Roguelike)
Returned from the dead.By sfdhgsdgh the Cornac Brawler level 22
7th Regrowth 123rd year of Ascendancy at 02:16 see stats
Log
Sfdhgsdgh is disarmed!
Venom drake misses sfdhgsdgh.
Adutta the Guardian hits sfdhgsdgh for 209 acid damage.
sfdhgsdgh hits Lashing Tentacle for 37 physical, 0 arcane, 5 physical, 0 arcane (42 total damage).
Orc soldier misses sfdhgsdgh.
Sfdhgsdgh is pinned to the ground.
Lashing Tentacle hits sfdhgsdgh for 94 physical damage.
Melee retaliation hits Lashing Tentacle for 0 arcane damage.
Talent Open Palm Block is ready to use.
Adutta the Guardian's Beyond the Flesh misses sfdhgsdgh.
Adutta the Guardian uses Telekinetic Smash.
Sfdhgsdgh slows down.
Sfdhgsdgh is stunned!
Venom drake misses sfdhgsdgh.
Adutta the Guardian hits sfdhgsdgh for 133 physical, 19 physical, 108 physical, 19 physical (280 total damage).
Melee retaliation hits Adutta the Guardian for 0 arcane, 0 arcane (0 total damage).
sfdhgsdgh hits Lashing Tentacle for 22 physical, 0 arcane, 2 physical, 0 arcane (25 total damage).
Orc soldier misses sfdhgsdgh.
Lashing Tentacle hits sfdhgsdgh for 93 physical damage.
Melee retaliation hits Lashing Tentacle for 0 arcane damage.
Adutta the Guardian's Beyond the Flesh misses sfdhgsdgh.
Adutta the Guardian misses sfdhgsdgh.
Melee retaliation hits Venom drake for 0 arcane damage.
Venom drake hits sfdhgsdgh for 60 physical damage.
Orc soldier misses sfdhgsdgh.
Lashing Tentacle hits sfdhgsdgh for 95 physical damage.
Melee retaliation hits Lashing Tentacle for 0 arcane damage.
sfdhgsdgh the level 22 cornac brawler was torn limb from limb to death by a Lashing Tentacle on level 1 of Ruined Dungeon.






























































































