










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/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:
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
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 23 / 56% |
| Size | small |
| Lifes / Deaths | Killed by corrupted golem at level 23 on the 47th Pyre 123rd year of Ascendancy at 20:09 / 2Killed by corrupted golem at level 23 on the 47th Pyre 123rd year of Ascendancy at 20:31 |
Primary Stats
| Strength | 44 (base 36) |
| Dexterity | 58 (base 47) |
| Constitution | 19 (base 16) |
| Magic | 23 (base 14) |
| Willpower | 31 (base 10) |
| Cunning | 40 (base 15) |
Resources
| Life | -171/495 |
| Positive | 116/116 |
| Stamina | 103/258 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 5.6656547102164 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 38.359939435378 |
| See Invisible | 40.359939435378 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 53 |
| Crit Chance | 14% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Physical | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Mind | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 54 (38.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 2.9238052216851 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 37%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Confusion Resistance | 55% |
| Silence Resistance | 20% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
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 have explored the underwater zone and vanquished 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Breezebane the pair of dwarven-steel boots (20 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats Mag +3, Wil +3 offense ------ Physical Power +25 (+6 eff.) Ignore resists +25% nature When Hit 6 nature defense ------ Armor +4 Defense +20 (+5 eff.) Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Shimmerfiend the quiver of yew arrows (19/19, 32-44 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Psionic Weapon Damage 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 19 Auto Reload 6 On-ranged-hit +44 mind, +24 item expose On-Hit, radius 1 +4 darkness, +4 lightning On-crit, radius 2 +20 mind On Hit: * 24% chance to reduce all saves and defense by 19 Arrows are used with bows to pierce your foes to death. |
| Light source | Hailroar the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Defense +5 (+1 eff.) Resistance +6% cold Unlife -80.00 life other ------- Max stamina +10.00 Light +5 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. |
| On head | dwarven-steel helm 'Radhiroddakhad' (5 def, 12 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% physical Ignore resists +5% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +12 Defense +5 (+1 eff.) Fatigue +4% Resistance +8% lightning, +6% temporal +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | yew totem of summon tentacle 'Obsidianwar' [power 400] (4/32 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ When Hit 6 darkness defense ------ Resistance +5% arcane, +6% cold +6% nature, +3% darkness Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 899 Base Damage: 406 Armor: 14 All Resist: 13 Puts all charms on 32 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Curebreaker'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +2, Wil +4 offense ------ Damage +6% nature Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +7 (+2 eff.) Life Regen +3.00 Blind Resist +29% Stun Resist +29% other ------- Light +2 Infravision +4 See Stealth +8 See Invisibility +10 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 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 135% 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! |
| On fingers | warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | Betilralaith1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% physical When Hit 6 mind defense ------ Armor +16 Life +35.00 other ------- Max hate +4.00 A belt that goes around your waist. |
| In main hand | enhanced ash longbow of dampening4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature/Disrupt Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Str +8, Dex +6, Mag +6, Wil +8 Cun +6, Con +8 defense ------ Resistance +11% acid, +12% lightning +14% fire, +12% cold, +3% all Spell save +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Rhukhad' (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ On-Hit 8 nature Damage +5% nature, +3% mind Ignore resists +5% mind Accuracy +5 (+1 eff.) defense ------ Armor +6 Resistance +5% nature Physical save +5 (+3 eff.) Mind save +10 (+5 eff.) Life +51.00 Disarm Resist +24% other ------- EQ when Hit +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | duelist's hardened leather armour of Toknor (11 def, 10 armour)9.0 Encumbrance T3 light armor [Ego++] Master While equipped: Stats Cun +3, Dex +5 offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +6 (+1 eff.) defense ------ Armor +10 Defense +11 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
| Cloak | Growthraider (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Mind Crit +1% Physical Power +20 (+5 eff.) Damage +9% nature Ignore resists +15% physical defense ------ Defense +2 (+0 eff.) Life +45.00 other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -446; dur 7; cd 33)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 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 -446 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 891 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wanderer's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats Dex +3, Cun +5, Con +6 offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
marksman's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Dex +2 offense ------ Accuracy +4 (+1 eff.) defense ------ Blind Resist +23% other ------- Infravision +3 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats Cun +1 offense ------ On-Hit 8 physical On-Ranged-Hit 12 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 19 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
elm longbow of acid4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 acid While equipped: offense ------ Damage +12% acid Longbows are used to shoot arrows at your foes. |
mighty ash longbow of dexterity (+3)4.0 Encumbrance T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Str +3, Dex +5 offense ------ Physical Power +9 (+2 eff.) Ignore resists +11% physical Longbows are used to shoot arrows at your foes. |
mighty elm longbow4.0 Encumbrance T1 longbow 2H weapon [Ego] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats Str +3 offense ------ Physical Power +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats Dex +3, Wil +11, Con +9 defense ------ Life +24.00 Longbows are used to shoot arrows at your foes. |
steady elm longbow of cold4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 cold While equipped: offense ------ Physical Crit +3.0% Damage +12% cold Accuracy +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Ashglean the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 fire While equipped: Stats Cun +10 offense ------ Mind Crit +5% Mindpower +20 (+10 eff.) Ignore resists +7% physical defense ------ Unlife -40.00 life Slings are used to hurl stones or metal shots at your foes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Dawnrain'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Str +2, Mag +3, Cun +2 offense ------ Physical Power +3 (+1 eff.) Damage +9% light defense ------ Spell save +5 (+2 eff.) other ------- Infravision +1 See Invisibility +3 Size +1 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Cun +6 offense ------ Mindpower +6 (+3 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Hathureneg (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +5 offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% mind, +12% cold Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +2 defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats Con +4 offense ------ Damage +7% nature defense ------ Resistance +11% all Poison Resist +20% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armiruizor (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +2, Con +2 offense ------ Damage +15% blight defense ------ Armor +3 Fatigue +2% Resistance +6% nature Physical save +11 (+6 eff.) Mind save +10 (+5 eff.) Disarm Resist +10% Teleport Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emuyamira the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Str +1, Dex +1, Con +1 offense ------ When Hit 2 mind defense ------ Armor +3 Physical save +9 (+5 eff.) Unlife -60.00 life Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Dex +2 offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demonbringer the hardened leather cap (7 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Cun +8, Dex +3 offense ------ Spellpower/crit +6 Accuracy +7 (+2 eff.) Ignore Armor +5 When Hit 4 darkness When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% Resistance +9% darkness Physical save +13 (+7 eff.) other ------- Mana/turn +0.12 Mana-on-crit +1.00 A cap made of leather. |
Isledhenn (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +1 offense ------ Mind Crit +4% Mindpower +10 (+5 eff.) defense ------ Armor +1 Fatigue +1% Resistance +7% fire, +6% cold other ------- EQ when Hit +0.04 Psi when Hit +0.08 A cap made of leather. |
Scorchparry (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% fire Ignore resists +10% physical Accuracy +20 (+5 eff.) defense ------ Armor +3 Fatigue +3% Resistance +28% fire, +9% cold Spell save +6 (+3 eff.) A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Con +3 defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather cap 'Infernofist' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Mag +2, Wil +2, Cun +1, Con +2 offense ------ Ignore resists +5% fire defense ------ Armor +1 Fatigue +1% Resistance +6% lightning, +6% temporal other ------- Light +2 A cap made of leather. |
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% A cap made of leather. |
cleansing rough leather armour of stability (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% blight, +6% physical +11% nature Physical save +11 (+6 eff.) A suit of armour made of leather. |
rejuvenating rough leather armour of cold resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% cold Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Heatpassion the quiver of elm arrows (15/15, 24-34 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 24.5 - 34.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 15 On-ranged-hit +4 lightning, +4 fire On-Hit, radius 1 +4 fire On-crit, radius 2 +12 lightning, +4 cold +16 fire Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows (17/17, 44-62 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Master Weapon Damage 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +11.0% Capacity 17 On Critical: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
10 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. |
197 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. |
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. |
6 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
3 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Malahad the Hellstouch [power 2] (4/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats Dex +1, Mag +3, Con +3 offense ------ Damage +9% acid, +3% fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing yew totem of healing [power 242] (4/15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
2 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. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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. |
6 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nabrezi the Yeek Archer level 17
73rd Dusk 122nd year of Ascendancy at 04:30 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nabrezi the Yeek Archer level 20
43rd Regrowth 123rd year of Ascendancy at 20:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nabrezi the Yeek Archer level 10
24th Dusk 122nd year of Ascendancy at 13:54 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nabrezi the Yeek Archer level 20
28th Regrowth 123rd year of Ascendancy at 01:11 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Nabrezi the Yeek Archer level 22
62nd Regrowth 123rd year of Ascendancy at 11:16 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nabrezi the Yeek Archer level 9
23rd Dusk 122nd year of Ascendancy at 22:50 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nabrezi the Yeek Archer level 9
4th Flare 122nd year of Ascendancy at 04:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nabrezi the Yeek Archer level 18
23rd Regrowth 123rd year of Ascendancy at 16:35 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Nabrezi the Yeek Archer level 23
47th Pyre 123rd year of Ascendancy at 20:09 see stats
Log
Nabrezi feels pain again.
Corrupted golem is not silenced anymore.
Nabrezi is moving at extreme speed!
Corrupted golem casts Eye Beam.
Corrupted golem hits Nabrezi for 153 fire damage.
Nabrezi activates Concealment.
Nabrezi slows down.
Nabrezi stops regenerating health quickly.
Talent Flare is ready to use.
Nabrezi is no longer evading attacks.
Talent Intuitive Shots is ready to use.
Talent Quickened is ready to use.
Corrupted golem casts Eye Beam.
Nabrezi reacts immediately after taking severe wounds!
Corrupted golem hits Nabrezi for 161 cold damage.
Talent Called Shots is ready to use.
Corrupted golem casts Rune: Shielding.
A shield forms around corrupted golem.
Corrupted golem uses Knockback.
The shattering blow creates a shockwave!
Melee retaliation hits Corrupted golem for (6 absorbed), 0 nature, (4 absorbed), 0 darkness, (3 absorbed), 0 mind (0 total damage).
Corrupted golem hits Nabrezi for 257 physical damage.
Nabrezi the level 23 yeek archer was bled to death by corrupted golem on level 1 of Golem Graveyard.









































































































