








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 17 / 88% |
| Size | big |
| Lifes / Deaths | Killed by Emamina the mad druid at level 17 on the 59th Dusk 122nd year of Ascendancy at 17:25 2 / 4Killed by Seemomees at level 17 on the 63rd Dusk 122nd year of Ascendancy at 22:29 Killed by Vorarema the sandworm at level 17 on the 64th Dusk 122nd year of Ascendancy at 06:17 Killed by Seemomees at level 17 on the 64th Dusk 122nd year of Ascendancy at 07:04 |
Primary Stats
| Strength | 48 (base 13) |
| Dexterity | 50 (base 39) |
| Constitution | 41 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 42 (base 38) |
Resources
| Life | 703/703 |
| Stamina | 211/211 |
| Healing Factor | 1.7503791469194 |
| Regeneration | 3.5882772511847 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 52.051968732286 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 88 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +17% |
| Acid | +3% |
| Blight | +16% |
| Physical | +6% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 33 (36.618610747051%) |
| Defense | 31 |
| Ranged Defense | 35 |
| Fatigue | 7.5475638051044 |
| Physical Save | 30 |
| Spell Save | 29 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Light | + 28%( 70%) |
| Nature | + 26%( 70%) |
| Blight | + 31%( 70%) |
| Acid | + 10%( 70%) |
| Cold | + 37%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Constitution 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 161 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
| 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 |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | 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 +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Nimbusgash (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+5 eff.) Mind.save +14 (+7 eff.) Heal/summ +30 ---------- misc Hate/m.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | voratun gauntlets 'Muckwasp' (0 def, 3 armour)1.5 T5 hands armor [Rare] Arcane While equipped: Stats +5 Str dps ---------- Melee+ 7 blight Dmg.mod +7% blight On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Resists +6% blight Crit.dmg- 15.00% ---------- misc Infravis +2 See.Invis +21 Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% On Crit.r2 +6 blight On Hit: 20% Soul Rot 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Veloth the iron helm (0 def, 9 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +9 Fatigue +5% ---------- misc Stam/turn +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Issidunadil0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Str dps ---------- Dmg.mod +11% light +3% mind ----- def ----- Armour +6 Resists +22% light Max.HP +21.00 Disarm- +24% Pinning- +23% Knockbk- +25% ---------- misc Max.psi +30.00 Rings can have magical properties. |
| On fingers | Noonmaster the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light ----- def ----- Armour +6 Resists +3% acid +6% cold Max.HP +103.00 HP.reg +1.10 Heal.mod +23% ---------- misc Light +2 Rings can have magical properties. |
| Around neck | Aledur0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight +3% acid On Hit (Melee): * 20% chance to disease * 30% chance to corrode armour by 30% Amulets can have magical properties. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | alchemist's lamp 'Porethra'1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Mind.crit +4% Crit.mult +23.00% Phys.pwr +7 (+1 eff.) Dmg.mod +12% mind ----- def ----- Resists +6% cold Spell.save +30 (+14 eff.) ---------- misc Light +3 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Glorenor the Arcbringer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning Max.HP +33.00 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 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
regeneration infusion of the duelist (heal 252 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 252 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 ability. |
regeneration infusion of the warrior (heal 277 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. 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 ability. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+16 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
insidious dwarven-steel battleaxe of massacre (41-61.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Master Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 insidious poison Massive two-handed battleaxes. |
slime-covered stralite battleaxe of dampening (42.5-63.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Disrupt Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Slows global speed by 13% While equipped: ----- def ----- Resists +16% acid +13% fire +13% cold +14% lightning Spell.save +10 (+5 eff.) Massive two-handed battleaxes. |
dwarven-steel greatsword of daylight (34.5-55.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 light Against +23% Undead Massive two-handed swords. |
Strikepunish4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: * 20% chance to daze at end of turn While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) ---------- misc Light +3 Telepathy Dragon Demon/Major Demon/Minor Longbows are used to shoot arrows at your foes. |
steady ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 lightning While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
insidious dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 insidious poison +8 temporal +8 nature Sharp, long, and deadly. |
steel longsword of daylight (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +9% Undead Sharp, long, and deadly. |
acidic steel mace (11.5-16.1 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Blunt and deadly. |
quick steel mace of erosion (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 111% Melee+ +7 nature +8 temporal While equipped: Stats +1 Dex dps ---------- Acc +6 (+2 eff.) Blunt and deadly. |
creative vined mindstar of clarity (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +14.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of balance (6-6.6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: 10% Shoot 1 While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of warding (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 arcane Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
Dourwrack the dwarven-steel waraxe (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 30 arcane resource burn * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +7% nature Acc +7 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +6% lightning +3% darkness +5% all Spell.save +20 (+10 eff.) Disarm- +36% One-handed war axes. |
dwarven-steel waraxe 'Murkhunter' (22-30.8 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 darkness On Crit.r2 +12 darkness On Hit: * Slows global speed by 9% * leeches stamina from the target While equipped: dps ---------- Melee Ret 20 darkness 10 nature slow On Hit (Melee): * 15% chance to inflict 15% damage reduction One-handed war axes. |
Aeronarinik the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +10% ----- def ----- Resists +21% acid Crit.dmg- 15.00% A belt that goes around your waist. |
Arymira (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +6% light +12% cold Crit.dmg- 5.00% Phys.save +30 (+13 eff.) Mind.save +9 (+5 eff.) Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulutar the cashmere robe (2 def, 10 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +4.0% Mind.crit +3% Crit.mult +3.00% Mind.pwr +4 (+2 eff.) Acc +2 (+1 eff.) ----- def ----- Armour +10 Defense +2 (+1 eff.) Mind.save +16 (+8 eff.) HP.reg +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blighted hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% arcane +4% blight ----- def ----- Armour +2 Resists +6% blight Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +4 arcane On Crit.r2 +5 arcane +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit: 10% Slumber 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Earthwreath (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +3 Mag dps ---------- Dmg.mod +15% nature Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 16 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +16% Resists +18% cold A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.25 to 105.74 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
spiked hardened leather armour of clarity (3 def, 6 armour)9.0 T3 light armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +7% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
prismatic dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Ego] Arcane While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +12% light +13% darkness A suit of armour made of metal plates. |
flaming steel shield (6 def, 2 armour, 40 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Melee Ret 10 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
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. |
304 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. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Layylrawen2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +6% mind +3% darkness Max.HP +40.00 Silence- +10% Pinning- +15% Stun/Frz- +5% ---------- misc Light +2 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. |
Xarida the Strikeoozer1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% blight +3% cold +6% nature +9% lightning Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Heal.mod +13% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Xerywe'1.0 T3 lite [Rare] Nature While equipped: Stats +4 Mag +2 Con dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Crit.dmg- 15.00% Phys.save +10 (+5 eff.) Heal.mod +13% ---------- misc Max.hate +4.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
hateful steel torque of thermal psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Seemomees the Cornac Brawler level 6
2nd Flare 122nd year of Ascendancy at 14:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Seemomees the Cornac Brawler level 10
13rd Dusk 122nd year of Ascendancy at 11:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Seemomees the Cornac Brawler level 7
10th Flare 122nd year of Ascendancy at 00:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Seemomees the Cornac Brawler level 17
59th Dusk 122nd year of Ascendancy at 17:15 see stats
Log
Seemomees hits Vorarema the sandworm for 43 physical, 3 blight (47 total damage).
Seemomees speeds up.
Talent Double Strike is ready to use.
Seemomees uses Infusion: Regeneration.
Seemomees starts regenerating health quickly.
Vorarema the sandworm uses Acidbeam.
Vorarema the sandworm hits Seemomees for (20 resist armour), 131 acid (131 total damage).
Seemomees the level 17 cornac brawler was melted to death by Vorarema the sandworm on level 2 of Sandworm lair.
You have 2 life(s) left.
Seemomees deactivates Exploit Weakness.
Seemomees is no longer evading attacks.
Seemomees stops regenerating health quickly.
Seemomees deactivates Striking Stance.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Vorarema the sandworm killed Seemomees!
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shielding is ready to use.
Talent Striking Stance is ready to use.
Seemomees activates Striking Stance.
Talent Axe Kick is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Evasion is ready to use.
Saving done.
Saving game...

































































































