









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Possessor Bonus Class 1.7.4Donators/Buyers bonus! Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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 | Light |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 23 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Cyreldakira the skeleton warrior at level 18 on the 7th Flare 122nd year of Ascendancy at 00:30 0 / 6Killed by Aeratira the skeleton archer at level 20 on the 9th Flare 122nd year of Ascendancy at 10:09 Killed by Aeratira the skeleton archer at level 20 on the 9th Flare 122nd year of Ascendancy at 11:17 Killed by saw horror at level 21 on the 11st Dusk 122nd year of Ascendancy at 11:37 Killed by Ivilragana the ghast at level 22 on the 12nd Dusk 122nd year of Ascendancy at 03:26 Killed by netherworm mass at level 23 on the 14th Dusk 122nd year of Ascendancy at 16:08 |
Primary Stats
| Strength | 38 (base 13) |
| Dexterity | 64 (base 53) |
| Constitution | 34 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 58 (base 49) |
Resources
| Life | -11/652 |
| Stamina | 70/198 |
| Psi | 103/113 |
| Healing Factor | 1.525336564623 |
| Regeneration | 15.634699787385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 35.84903874937 |
Offense: Barehand
| Damage | 94 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 2 |
| Physical Save | 36 |
| Spell Save | 21 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Acid | + 14%( 70%) |
| Light | + 23%( 70%) |
| Nature | + 25%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 40%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 22% |
| Silence Resistance | 25% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Psionic/Augmented Mobility tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining improvements to the Technique/Conditioning tree. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
| On feet | Halunik the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Dex +2 Wil +2 Cun offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Crit Resistance 10.00% Silence Resist +25% Confus Resist +22% Stun Resist +25% other ------- Light +1 A pair of boots made of leather. |
| On hands | dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | rough leather cap 'Rainspire' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 6 cold defense ------ Armor +1 Fatigue +1% Resistance +7% cold Crit Resistance 10.00% Physical save +6 (+3 eff.) Healmod +5% Blind Resist +10% other ------- Breathe water A cap made of leather. |
| Tool | Silyrithra the ash wand of conjuration [power 170] (14/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +9% acid +9% cold +3% darkness Fire a magical bolt dealing 170 fire damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+5 eff.) Knockbk Resist +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 | savior's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +9 (+4 eff.) Spell save +11 (+5 eff.) Mind save +8 (+4 eff.) Life +63.00 Life Regen +10.00 Healmod +14% Rings make your fingers look great! |
| Around neck | steel amulet 'Dawnwire'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Physical Power +15 (+5 eff.) Ignore resists +15% physical defense ------ Resistance +3% light Amulets make your neck look great! |
| Main armor | duelist's hardened leather armour of Toknor (12 def, 8 armour)9.0 Encumbrance T3 light armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
| Light source | The Little Light The Little Light0.0 Encumbrance unknown lite [Unique] Unknown While equipped: defense ------ Resistance +15% light other ------- Light +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
| Cloak | Blackoracle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +6% physical Accuracy +4 (+2 eff.) Ignore Armor +3 When Hit 2 darkness On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +1% physical other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
movement infusion of the duelist (speed 592%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 597%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Unrebar0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil offense ------ Mind Crit +5% Critical power +10.00% Mindpower +5 (+3 eff.) Damage +12% blight Ignore resists +10% mind defense ------ Blind Resist +31% other ------- EQ when Hit +0.16 Psi when Hit +0.08 Max hate +4.00 Infravision +5 See Stealth +12 See Invisibility +11 Rings make your fingers look great! |
pixie's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +8 Mag offense ------ Spellpower +7 (+7 eff.) On-Hit 21 light On-Ranged-Hit 19 light Damage +15% light Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of phasing (29-44 power, 21 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +6.5% Attack Speed 100% Ignore Shields +23% While equipped: offense ------ Ignore resists +10% physical Accuracy +7 (+3 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
Emekira the steel dagger (14-18 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold On-crit, radius 2 +16 physical While equipped: Stats +5 Cun +2 Con offense ------ Damage +6% physical defense ------ Armor +6 other ------- Light +3 Sharp, short and deadly. |
Kindlestrider the steel dagger (14-18 power, 9 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 physical On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Dex offense ------ Physical Crit +5.0% Damage +6% fire Ignore resists +20% blight Accuracy +20 (+7 eff.) Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +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. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 46.19 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spectral Blade (mossy) (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence On Hit: 20% Nourishing Moss level 3 While equipped: offense ------ Spellpower +5 (+5 eff.) defense ------ Healmod +22% other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
steel mace 'Flashminister' (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 2 While equipped: Stats +5 Str +4 Mag +4 Wil offense ------ When Hit 8 lightning defense ------ Resistance +6% lightning Crit Resistance 15.00% Blunt and deadly. |
earthen elven-wood vilestaff of power (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +16 (+13 eff.) Damage +25% darkness defense ------ Armor +5 Hardiness +5% Physical save +8 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel waraxe (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +8 (+3 eff.) Disarm Resist +20% One-handed war axes. |
Mighty Girdle (hotfooted)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: offense ------ Move Speed +20% defense ------ Armor +4 Defense +24 (+8 eff.) Fatigue -10% Life +40.00 Pinning Resist +50% Knockbk Resist +40% other ------- Encumbrance +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. |
noble's rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) Against +19% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
cashmere robe of the mind (+13%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: offense ------ Damage +13% mind defense ------ Resistance +13% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 49% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Balidedugund the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +3 Dex +3 Con offense ------ Damage +13% light +15% temporal defense ------ Defense +2 (+1 eff.) Resistance +12% blight +15% temporal +19% light A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour of spell shielding (2 def, 11 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +11 (+5 eff.) A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage (76.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
prismatic steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% light +13% darkness A suit of armour made of metal plates. |
Garand (17/17, 56-79 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 56.5 - 79.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Capacity 17 Projectile Speed +100% Ignore Shields +30% On-ranged-hit +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
2 agate0.0 Encumbrance 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. |
68 alchemist agate0.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Silylevea (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +10.00% Spellpower +10 (+10 eff.) Damage +3% temporal defense ------ Resistance +3% fire +9% darkness +6% mind Life +25.00 other ------- Max stamina +21.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
psychokinetic pouch of dwarven-steel shots of persecution (18/18, 36-43 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Disrupt/Psionic Weapon Damage 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +16 physical Damage Against +13% Unnatural +7% Unliving On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Shots are used with slings to pummel your foes to death. |
Hanotondur the dwarven-steel torque of gale force [power 230] (14/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Critical power +5.00% defense ------ Resistance +3% mind +9% light Silence Resist +10% other ------- Mana-on-crit +2.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 255 physical damage Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+5 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 50 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Boralis the Cornac Brawler level 10
3rd Mirth 122nd year of Ascendancy at 09:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Boralis the Cornac Brawler level 20
8th Flare 122nd year of Ascendancy at 02:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Boralis the Cornac Brawler level 16
3rd Flare 122nd year of Ascendancy at 00:30 see stats
Log
Boralis activates his Silyrithra the ash wand of conjuration!
Gloromina the skeleton magus reacts to damage from Boralis, mitigating the blow!.
Boralis hits Gloromina the skeleton magus for (45 reacted , -7 stam), 96 fire (96 total damage).
Gloromina the skeleton magus shoots!
Boralis speeds up.
Gloromina the skeleton magus's Shoot hits Boralis for (16 flat reduction), (74 blocked), 0 physical (0 total damage).
Boralis slows down.
Boralis misses Gloromina the skeleton magus.
Gloromina the skeleton magus is free from the grapple.
Boralis has released the hold.
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Burning from Gloromina the skeleton magus hits Boralis for (16 flat reduction), (48 blocked), 0 fire (0 total damage).
Deadly Poison from Gloromina the skeleton magus hits Boralis for (16 flat reduction), (8 blocked), 0 nature (0 total damage).
Curse of Death from Gloromina the skeleton magus hits Boralis for (16 flat reduction), (7 blocked), 0 darkness (0 total damage).
Gloromina the skeleton magus casts Manathrust.
You cannot block any more attacks!
Gloromina the skeleton magus hits Boralis for (16 flat reduction), (33 blocked), 77 arcane (77 total damage).
Boralis performs a telekinetically enhanced leap!
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass misses Boralis.
Netherworm mass leeches life from Boralis!
Something receives 3 healing from Netherworm mass.
Netherworm mass hits Boralis for (16 flat reduction), 14 temporal (14 total damage).
Melee retaliation hits Netherworm mass for 2 darkness, 6 cold (8 total damage).
Netherworm mass receives 3 healing from Boralis.
Boralis the level 23 cornac brawler was temporally distorted to death by a netherworm mass on level 4 of Blackened Ruins.








































































































