









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 25 / 49% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 25 on the 74th Regrowth 123rd year of Ascendancy at 17:33 / 2Killed by elven blood mage at level 25 on the 74th Regrowth 123rd year of Ascendancy at 17:40 |
Primary Stats
| Strength | 99.713555972756 (base 48) |
| Dexterity | 36.936337115108 (base 34) |
| Constitution | 11.469632603329 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 58 (base 35) |
Resources
| Life | -6/710 |
| Stamina | 201/220 |
| Healing Factor | 1.2621477564779 |
| Regeneration | 132.09034867999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 35.84903874937 |
Offense: Barehand
| Damage | 112 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +19% |
| Cold | +15% |
| Blight | +18% |
| Physical | +3% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +25% |
| Acid | +5% |
| Light | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 44 (35.629139072848%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 13 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 27%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 53%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 32% |
| Poison Resistance | 10% |
| Disarm Resistance | 24% |
| Teleport Resistance | 10% |
| Silence Resistance | 28% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 246 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is infected by a disease, reducing its dexterity by 15 and doing 53.27 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| beneficial effect | Increases defense by 12. Mobile Defense |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 27.30 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 93.41 life per turn. Regeneration |
| detrimental effect | The target is infected by a disease, reducing its strength by 23 and doing 37.49 blight damage per turn. Weakness Disease |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Shardskin. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | 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 Shardskin. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 hummerhorn wing. * You've found the needed ice ant stinger. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Silence- +28% Confus- +22% Stun/Frz- +28% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 HP.reg +6.00 ---------- misc Stam/turn +1.00 Max.stam +15.00 Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | voratun helm 'Frigidspawner' (6 def, 11 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% blight +15% cold ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +5% Resists +18% darkness +14% light +10% fire +14% cold +6% all Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bogar the Sparkoozer (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Cun dps ---------- Mind.crit +2% Dmg.mod +6% lightning +6% mind ----- def ----- Resists +9% nature +15% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dawnspawner0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +3% physical Res.pen +5% light ----- def ----- Armour +6 Resists +3% physical Rings can have magical properties. |
| On fingers | steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +24% Pinning- +21% Knockbk- +28% Rings can have magical properties. |
| Around neck | Lightningzeal0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +12% lightning Stun/Frz- +22% ---------- misc Psi/ret +0.04 Amulets can have magical properties. |
| Main armor | drakeskin leather armour 'Voromivea' (29 def, 21 armour)9.0 T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Str +7 Mag +11 Wil +7 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +6% Phys.pwr +17 (+4 eff.) Spell.pwr +21 (+10 eff.) Mind.pwr +17 (+6 eff.) Res.pen +5% acid ----- def ----- Armour +21 Defense +29 (+8 eff.) Fatigue +8% Resists +11% lightning +3% cold +1% physical Mind.save +32 (+11 eff.) Max.HP +60.00 Poison- +10% Teleport- +10% A suit of armour made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Dawnspitter (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% light +6% mind Res.pen +25% mind Acc +11 (+4 eff.) Apr +12 ----- def ----- Defense +3 (+1 eff.) Resists +12% blight +14% nature +3% light Stealth +6 Max.HP +56.00 HP.reg +5.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Bevor1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Mind.pwr +3 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% physical Mind.save +5 (+2 eff.) A belt that goes around your waist. |
Inventory
movement infusion of the psychic (speed 555%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 555% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 306; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 23%; physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (128). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 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... |
clarifying steel amulet of mastery (0.15 Technique / Conditioning)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +30% ---------- misc Masteries +0.15 Technique/Conditioning Amulets can have magical properties. |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Glittersear the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Dmg.mod +18% acid +5% physical +8% fire +7% cold Res.pen +10% blight Melee Ret 6 light ----- def ----- Resists +12% acid +12% physical +12% cold +12% fire +9% all Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yeek-fur Robe (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+4 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Arthiregokor (10 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +5 Str +1 Dex dps ---------- Crit.mult +10.00% Res.pen +15% physical Acc +7 (+3 eff.) Apr +1 ----- def ----- Armour +2 Defense +10 (+3 eff.) Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +20% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Growumbra the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal +3% nature +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)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 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
5 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. |
118 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 72.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 72.62 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 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. |
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. |
Icetouch the steel torque of psionic shield [power 51] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% cold On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Resists +24% cold Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to heal for 43. Torques are made by powerful psionics to store psionic powers. |
Ragaharakhad the Infernowyrd [power 554] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% mind +3% fire Res.pen +5% fire Melee Ret 8 fire Sting an enemy dealing 554 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 22% for 2 turns. 100% to reduce fatigue by 47% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 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. |
5 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. |
5 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. |
7 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By JRF the Thalore Brawler level 20
2nd Haze 122nd year of Ascendancy at 22:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By JRF the Thalore Brawler level 10
42nd Dusk 122nd year of Ascendancy at 10:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By JRF the Thalore Brawler level 20
1st Haze 122nd year of Ascendancy at 23:46 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By JRF the Thalore Brawler level 19
1st Haze 122nd year of Ascendancy at 07:43 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By JRF the Thalore Brawler level 17
67th Dusk 122nd year of Ascendancy at 12:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By JRF the Thalore Brawler level 7
2nd Mirth 122nd year of Ascendancy at 08:25 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By JRF the Thalore Brawler level 22
18th Haze 122nd year of Ascendancy at 21:42 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By JRF the Thalore Brawler level 18
72nd Dusk 122nd year of Ascendancy at 08:00 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By JRF the Thalore Brawler level 25
74th Regrowth 123rd year of Ascendancy at 17:33 see stats
Log
JRF is afflicted by a rotting disease!
JRF hits Quasit for 18 light, 159 physical (177 total damage).
JRF hits Elven cultist for 294 physical, 16 light (310 total damage).
Elven blood mage hits JRF for 282 blight damage.
JRF killed Quasit!
Rotting Disease from Elven blood mage hits JRF for 35 blight damage.
Weakness Disease from Elven cultist hits JRF for 43 blight damage.
Decrepitude Disease from Elven cultist hits JRF for 61 blight damage.
JRF uses Infusion: Regeneration.
JRF starts regenerating health quickly.
Elven cultist slows down.
Rotting Disease from Elven blood mage hits JRF for 35 blight damage.
Weakness Disease from Elven cultist hits JRF for 43 blight damage.
Decrepitude Disease from Elven cultist hits JRF for 61 blight damage.
Elven cultist casts Drain.
Elven cultist hits JRF for 171 blight damage.
JRF throws a wild haymaker!
JRF hits Elven cultist for 298 physical, 16 light (314 total damage).
Elven cultist misses JRF.
Talent Trained Reactions is ready to use.
Rotting Disease from Elven blood mage hits JRF for 35 blight damage.
Weakness Disease from Elven cultist hits JRF for 43 blight damage.
Decrepitude Disease from Elven cultist hits JRF for 61 blight damage.
JRF the level 25 thalore brawler was plagued to death by an elven blood mage on level 1 of Dark crypt.
JRF is free from the weakness disease.
JRF is free from the rotting disease.
JRF is free from the decrepitude disease.
JRF stops regenerating health quickly.





































































































