









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! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Infinite |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 26 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Rat Lich at level 13 on the 3rd Summertide 122nd year of Ascendancy at 22:04 1 / 5Killed by Zubera the skeletal rat at level 23 on the 14th Dusk 122nd year of Ascendancy at 06:53 Killed by Poltergeist Belakira at level 25 on the 19th Dusk 122nd year of Ascendancy at 11:26 Killed by Eliragatira the cold drake hatchling at level 26 on the 23rd Dusk 122nd year of Ascendancy at 10:51 Killed by Aeroma the minotaur at level 26 on the 24th Dusk 122nd year of Ascendancy at 22:32 |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 62 (base 57) |
| Constitution | 43 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 53 (base 47) |
Resources
| Life | 750/750 |
| Stamina | 205/205 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 0.30994356412337 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 34.470023594311 |
| See Invisible | 34.470023594311 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 86 |
| Accuracy | 40 |
| Crit Chance | 27% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Physical | +16% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +10% |
| Lightning | +20% |
| Cold | +15% |
| Physical | +35% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (35.65183292883%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 10 |
| Physical Save | 41 |
| Spell Save | 23 |
| Mental Save | 37 |
Defense: Resistances
| Fire | + 28%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 16%( 70%) |
| Nature | + 19%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 16%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 25% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 19% |
Inscriptions (5/5)
| 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 420 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 49 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 74 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 209 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 638% 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
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 11): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 13): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 14): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): Exterminator | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | pair of iron boots 'Brandkarma' (25 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% fire defense ------ Armor +3 Defense +25 (+6 eff.) Fatigue +2% Resistance +6% fire, +3% darkness, +6% cold Poison Resist +20% Pinning Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Snowraze' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 nature Damage +4% nature, +15% cold Ignore resists +20% acid, +15% cold defense ------ Armor +2 Fatigue +3% Resistance +3% cold, +6% nature, +6% light Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Polariarin the Splendourserpent [power 295] (22 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% light other ------- Vim-on-crit +1.00 Max mana +20.00 Max vim +20.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 639 Base Damage: 339 Armor: 0 All Resist: 2 Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Xeruldann the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Wil +2 offense ------ Physical Crit +1.0% Physical Power +20 (+6 eff.) Damage +6% physical defense ------ Defense +5 (+1 eff.) Mind save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Glarespitter'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Str +3 offense ------ Ignore resists +5% light Accuracy +5 (+2 eff.) defense ------ Physical save +12 (+4 eff.) Mind save +6 (+3 eff.) Confus Resist +25% Rings make your fingers look great! |
| Around neck | Urotar the Loammistress0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Wil +2 offense ------ Damage +6% nature defense ------ Defense +20 (+5 eff.) Resistance +3% fire Spell save +3 (+1 eff.) Life +20.00 Teleport Resist +10% Amulets make your neck look great! |
| Main armor | Lightningbiter (6 def, 11 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) On-Hit 7 fire On-Ranged-Hit 6 fire Ignore resists +20% lightning When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +7% Resistance +13% fire, +18% physical Physical save +14 (+5 eff.) A suit of armour made of leather. |
| Light source | Elidhetira the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Dex +3 offense ------ Ignore resists +25% physical defense ------ Armor +2 Resistance +6% nature, +9% temporal Life +43.00 other ------- Light +3 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 | Emonn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2, Cun +2, Con +4 offense ------ Physical Crit +2.0% Ignore resists +10% physical When Hit 4 arcane defense ------ Defense +1 (+0 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Gloriarewen'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Cun +4, Wil +4 offense ------ Critical power +10.00% Ignore resists +5% acid Against +23% Summoned When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Resist Against +20% Summoned Mind save +6 (+3 eff.) A belt that goes around your waist. |
Inventory
heroism infusion of the duelist (die at -360; dur 6; cd 28)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -360 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 360 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
blink rune of the sneak (range 5; phase 18; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 45; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Islyvea0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Spellpower +5 (+5 eff.) Spellpower/crit +6 Damage +12% mind Ignore Shields +10% When Hit 2 blight defense ------ Fatigue -6% Life Regen +1.00 Amulets make your neck look great! |
Bleakseam the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Con +1 offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+6 eff.) Mindpower +8 (+4 eff.) Damage +17% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +22% darkness Spell save +10 (+5 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
Flashzephyr0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Cun +3 offense ------ On-Hit 13 physical On-Ranged-Hit 5 physical Damage +12% light, +9% lightning When Hit 2 temporal On-Hit (Melee): * 13% chance to reduce all saves and defense by 19 * 10% chance to gain 10% of a turn (3/turn limit) On-Hit (Ranged): * 13% chance to reduce all saves and defense by 19 defense ------ Resistance +24% light, +3% temporal Mind save +7 (+3 eff.) Confus Resist +26% other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Velaba the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Cun +3 defense ------ Defense +16 (+4 eff.) Resistance +3% acid Physical save +6 (+2 eff.) Unlife -60.00 life Stun Resist +10% Teleport Resist +20% Rings make your fingers look great! |
Xyrath the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Dex +5 offense ------ Critical power +15.00% Damage +10% blight, +3% physical, +11% lightning Accuracy +8 (+3 eff.) defense ------ Armor +2 Resistance +10% blight, +22% lightning Rings make your fingers look great! |
savior's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Issadil'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Str +3, Dex +1, Wil +1 defense ------ Armor +4 Resistance +12% lightning, +5% arcane other ------- Light +3 Rings make your fingers look great! |
potent short elven-wood magestaff of fate (28-33 power, 5 apr, arcane element)3.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Ego] Arcane Weapon Damage 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +15 (+12 eff.) Damage +28% arcane defense ------ Physical save +7 (+3 eff.) Spell save +9 (+4 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Focus Whip (19-20 power, 7 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Psionic Weapon Damage 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Critical: * Try to fry your enemies brain (25% chance to brainlock) While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3, Cun +3, Con +3 offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 9 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold, +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Lightningkiss'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +15% physical defense ------ Resistance +5% lightning, +5% temporal, +1% physical A belt that goes around your waist. |
Shadescar (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Con +1 offense ------ Ignore resists +15% darkness defense ------ Defense +1 (+0 eff.) Resistance +3% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Willowstreak' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats Wil +2 offense ------ Damage +3% nature When Hit 6 nature On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Defense +2 (+1 eff.) Mind save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xaneth' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% acid Life +32.00 other ------- Max psi +10.00 Infravision +2 See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinanor the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats Str +4, Mag +3 offense ------ Damage +13% acid When Hit: * 3% chance to slow global speed by 45% * 4 arcane resource burn defense ------ Resistance +19% acid, +11% mind, +11% darkness, +9% all Crit Resistance 5.00% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+12 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
woollen robe 'Murkfurnace' (5 def, 7 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats Dex +1, Mag +5, Wil +2, Cun +1 offense ------ Spellpower +5 (+5 eff.) Spellpower/crit +3 On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +7 Defense +5 (+1 eff.) Resistance +9% all Physical save +32 (+11 eff.) Silence Resist +30% other ------- Light +2 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 Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 43 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. |
Glevena (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -5% Resistance +2% physical Physical save +8 (+3 eff.) Spell save +3 (+1 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
heroic dwarven-steel gauntlets of butchering (0 def, 5 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +8 defense ------ Armor +5 Fatigue +3% Resistance +7% blight Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +15 Critical Rate +8.0% Attack Speed 100% On-hit +17 item nature slow, +11 item acid corrode On Hit: 10% Battle Shout level 3 On Hit: * 17% chance to slow global speed by 45% * 11% chance to reduce armor by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
Chalyran the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +4 defense ------ Defense +1 (+0 eff.) Resistance +3% mind, +9% cold Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Con +3 defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +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. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Con +3 defense ------ Armor +1 Fatigue +1% Physical save +10 (+4 eff.) A cap made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+4 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 22 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.46 to 112.38 lightning damage (74.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane, +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight, -10% fire, +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
230 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 Str +3, Dex +3, Mag +3, Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3, Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 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 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 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. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats Str +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+10 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Ce'Nina the dwarven-steel torque of psionic shield [power 75] (22 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Cun +1, Mag +2 offense ------ Spellpower/crit +4 Damage +3% arcane other ------- Stamina/turn +2.00 Max stamina +30.00 Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Chazilagorn the Gloomhash [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ When Hit 2 acid, 4 darkness defense ------ Resistance +3% acid, +9% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of mindblast [power 170] (13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful yew totem of healing [power 230] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Emelebrewen the Toxinpride [power 260] (13 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% nature, +15% light Ignore resists +5% nature, +5% light When Hit 4 nature defense ------ Resistance +3% darkness Fire a magical bolt dealing 299 cold damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Galevor the ash wand of shielding [power 188] (17 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Broderagen' [power 150] (13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% defense ------ Armor +2 Resistance +3% fire Life +40.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi when Hit +0.04 Fire a magical bolt dealing 150 acid damage Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
3 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. |
4 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
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Starfist the Cornac Brawler level 21
8th Dusk 122nd year of Ascendancy at 21:58 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Starfist the Cornac Brawler level 14
3rd Flare 122nd year of Ascendancy at 20:41 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Starfist the Cornac Brawler level 22
13rd Dusk 122nd year of Ascendancy at 01:23 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Starfist the Cornac Brawler level 15
6th Flare 122nd year of Ascendancy at 05:30 see stats
Infinite x20 (Insane (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Starfist the Cornac Brawler level 25
22nd Dusk 122nd year of Ascendancy at 10:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Starfist the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 17:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Starfist the Cornac Brawler level 20
6th Dusk 122nd year of Ascendancy at 09:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Starfist the Cornac Brawler level 26
24th Dusk 122nd year of Ascendancy at 01:48 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Starfist the Cornac Brawler level 13
3rd Summertide 122nd year of Ascendancy at 23:10 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Starfist the Cornac Brawler level 17
10th Flare 122nd year of Ascendancy at 21:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Starfist the Cornac Brawler level 23
16th Dusk 122nd year of Ascendancy at 01:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Starfist the Cornac Brawler level 15
6th Flare 122nd year of Ascendancy at 05:30 see stats
Log
Aeroma the minotaur uses Sunder Armour.
Starfist shrugs off the effect 'Sunder Armour'!
Aeroma the minotaur hits Starfist for (14 flat reduction), 282 physical (283 total damage).
Melee retaliation hits Aeroma the minotaur for 0 lightning, 1 mind, 1 arcane (4 total damage).
Starfist the level 26 cornac brawler was minced to death by Aeroma the minotaur on level 21 of Infinite Dungeon.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aeroma the minotaur killed Starfist!
Saving game...
Resting starts...
Talent Dig is ready to use.
Talent Double Strike is ready to use.
Talent Open Palm Block is ready to use.
Talent Set Up is ready to use.
Talent Axe Kick is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Striking Stance is ready to use.
Talent Vitality is ready to use.
Talent Combination Kick is ready to use.
Talent Rune: Shielding is ready to use.
Talent Exploit Weakness is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Saving done.















































































































