
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Brawler |
| Level / Exp | 21 / 30% |
| Size | small |
| Lifes / Deaths | Killed by rogue at level 15 on the 23rd Dusk 122nd year of Ascendancy at 03:51 / 2Killed by Glorata the fire drake hatchling at level 21 on the 63rd Dusk 122nd year of Ascendancy at 04:22 |
Primary Stats
| Strength | 26 (base 15) |
| Dexterity | 55 (base 50) |
| Constitution | 26 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 54 (base 37) |
Resources
| Life | -138/514 |
| Stamina | 171/220 |
| Healing Factor | 1.2816586254954 |
| Regeneration | 0.32041465637388 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Barehand
| Damage | 68 |
| Accuracy | 52 |
| Crit Chance | 24% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +10% |
| Temporal | +6% |
| Nature | +10% |
| Physical | +26% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 30 (35.65183292883%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 2 |
| Physical Save | 20 |
| Spell Save | 23 |
| Mental Save | 29 |
Defense: Resistances
| Fire | + 8%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 32%( 70%) |
| Nature | + 6%( 70%) |
| Cold | + 12%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 18%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Silence Resistance | 43% |
| Confusion Resistance | 78% |
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -298 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 596 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% 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. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 2/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by thief. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
| On feet | Adura the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Resists +12% mind +1% physical Crit.chn- 10.00% Stun/Frz- +20% Disengage: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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. A pair of boots made of leather. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 117% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Apr +8 Crit +6.0% Atk.spd 100% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | Gama (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +15% physical Acc +20 (+7 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.30 Equi/ret +1.40 Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Aladur [power 350] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% temporal ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +2 Blast the opponent's mind dealing 371 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 45% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Arylaith'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +5 (+1 eff.) Resists +3% cold +22% darkness +3% mind Max.HP +40.00 Heal.mod +5% Poison- +20% ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
| On fingers | savage's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Spell.save +10 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| Main armor | rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Relgerak the linen cloak (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +3% nature Phys.save +3 (+2 eff.) Die.at -20.00 life Blind- +10% Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Sparkhack the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Wil +2 Con dps ---------- Melee Ret 8 lightning ----- def ----- Resists +5% fire +6% cold Die.at -80.00 life A belt that goes around your waist. |
Inventory
movement infusion of the titan (speed 517%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, blight, fire, nature, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 blight, 4 fire, 4 nature, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Flamezeal0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% * 10 arcane resource burn ----- def ----- Resists +10% light +11% darkness +6% nature Blind- +21% Poison- +10% Amulets make your neck look great! |
Fogstreaker0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +3 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +12% darkness +6% arcane Res.pen +10% darkness ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) Blind- +19% Confus- +15% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
Lelyndur the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness +5% arcane Mind.save +3 (+2 eff.) Max.HP +40.00 Cut- +10% Amulets make your neck look great! |
Turildir the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +6% blight +6% fire +3% light Spell.save +3 (+2 eff.) ---------- misc Masteries +0.11 Cunning/Dirty fighting Amulets make your neck look great! |
Zudralin the Deepsblight4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +20 darkness While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +6% blight Res.pen +10% darkness Acc +9 (+3 eff.) On Hit (Ranged): * 20% chance to reduce armor by 10% ----- def ----- Resists +6% darkness Longbows are used to shoot arrows at your foes. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.44 to 43.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+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 robe 'Zerihad' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +10% acid ----- def ----- Resists +15% acid +3% temporal +3% blight +7% all Spell.save +9 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayann (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Crit.chn- 5.00% Mind.save +9 (+5 eff.) Heal.mod +5% Silence- +20% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.30 Max.stam +13.00 Infravis +1 A pair of boots made of leather. |
Choleg (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning +3% temporal Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +9% acid Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.81 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 102% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 96% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ragantir the Shadowidol (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+8 eff.) Dmg.mod +13% fire On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +2 (+0 eff.) Resists +19% fire ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
3 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. |
115 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Saledagarin2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Spell.save +12 (+6 eff.) Max.HP +42.00 Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.psi +10.00 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
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. |
soothing iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psionic shield [power 33] (29 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 33 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Darkwreck the ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane +6% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +12% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
warded ash wand of conjuration [power 165] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 blight +3 fire +3 darkness +3 mind Talents +1 Ward Fire a magical bolt dealing 165 fire damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Misfit Ass the Yeek Brawler level 10
9th Mirth 122nd year of Ascendancy at 17:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Misfit Ass the Yeek Brawler level 20
47th Dusk 122nd year of Ascendancy at 22:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Misfit Ass the Yeek Brawler level 6
5th Mirth 122nd year of Ascendancy at 20:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Misfit Ass the Yeek Brawler level 15
22nd Dusk 122nd year of Ascendancy at 10:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Misfit Ass the Yeek Brawler level 19
32nd Dusk 122nd year of Ascendancy at 12:42 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Misfit Ass the Yeek Brawler level 15
23rd Dusk 122nd year of Ascendancy at 03:51 see stats
Log
Melee retaliation hits Fire drake hatchling for 7 lightning damage.
Snow giant misses Misfit Ass.
Misfit Ass uses Infusion: Movement.
Misfit Ass is moving at extreme speed!
Ran for 3 turns (stop reason: hostile spotted to the south (The Fragmented Essence of Harkor'Zun - offscreen)).
Misfit Ass slows down.
Talent Concussive Punch is ready to use.
Misfit Ass no longer vulnerable to disease.
Talent Infusion: Wild is ready to use.
Misfit Ass has finished recovering.
Talent Axe Kick is ready to use.
Resting starts...
Misfit Ass is no longer cursed.
Talent Infusion: Regeneration is ready to use.
Rested for 4 turns (stop reason: hostile spotted to the east (Glorata the fire drake hatchling)).
Misfit Ass uses Infusion: Regeneration.
Misfit Ass starts regenerating health quickly.
Talent Flurry of Fists is ready to use.
Talent Vitality is ready to use.
Glorata the fire drake hatchling casts Drain.
Glorata the fire drake hatchling hits Misfit Ass for (8 flat reduction), 120 blight (120 total damage).
Misfit Ass the level 21 yeek brawler was plagued to death by Glorata the fire drake hatchling on level 3 of Daikara.

































































































