









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 28 / 35% |
Size | medium |
Lifes / Deaths | Killed by The Fragmented Essence of Harkor'Zun at level 15 on the 13rd Dusk 122nd year of Ascendancy at 21:23 0 / 6Killed by Aeramina the ghoul at level 22 on the 10th Decay 122nd year of Ascendancy at 01:03 Killed by aaaaaaaaaaaaaaaaaaab at level 23 on the 5th Allure 123rd year of Ascendancy at 16:55 Killed by Arenor the dread at level 27 on the 51st Regrowth 123rd year of Ascendancy at 00:30 Killed by skeleton warrior at level 28 on the 52nd Regrowth 123rd year of Ascendancy at 20:16 Killed by The Master at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 18:50 |
Antimagic | Follower |
Primary Stats
Strength | 38 (base 13) |
Dexterity | 53 (base 53) |
Constitution | 46 (base 10) |
Magic | 16 (base 10) |
Willpower | 44 (base 21) |
Cunning | 58 (base 46) |
Resources
Life | 1072/1072 |
Stamina | 256/256 |
Equilibrium | 30 |
Healing Factor | 1.37 |
Regeneration | 25.986776174091 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Barehand
Damage | 92 |
Accuracy | 45 |
Crit Chance | 28% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +3% |
Mind | +12% |
All | 0% |
Lightning | +6% |
Physical | -10% |
Cold | +15% |
Fire | +3% |
Nature | +20% |
Offense: Damage Penetration
Lightning | +35% |
Light | +20% |
Arcane | +10% |
Mind | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 21 (35.629139072848%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 8 |
Physical Save | 34 |
Spell Save | 36 |
Mental Save | 43 |
Defense: Resistances
Blight | + 25%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 45%( 70%) |
All | + 10%( 70%) |
Physical | + 15%( 70%) |
Darkness | + 29%( 70%) |
Light | + 24%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 40%( 70%) |
Mind | + 28%( 70%) |
Fire | + 24%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Confusion Resistance | 35% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
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 357 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: 11 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 391 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
talent | Antimagic Shield |
beneficial effect | Increases defense by 12. Mobile Defense |
beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Isasemina the lesser vampire. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by multi-hued drake. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by vampire. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Gludakira the cave troll. Escort: lost warrior (level 6 of Dreadfell) | failed |
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 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 95. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within8 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 | ![]() 3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +10% light +15% lightning Melee Ret 2 lightning 2 mind 6 light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+4 eff.) Max.HP +80.00 Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +15 Crit +10.0% Atk.spd 100% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn 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 voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. This item has been sent to the Item's Vault. |
On head | ![]() 3.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +6 Mag dps ---------- Dmg.mod +12% mind Melee Ret 10 mind ----- def ----- Armour +4 Defense +20 (+5 eff.) Fatigue +4% Resists +14% mind Mind.save +15 (+5 eff.) Confus- +35% ---------- misc Stam/turn +2.00 Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Cun +1 Str dps ---------- Dmg.mod +3% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% fire Spell.save +9 (+4 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Wil +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +6% blight ----- def ----- Resists +5% arcane ---------- misc Vim/s.crit +2.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.92 cold and 12.46 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% arcane +20% lightning ----- def ----- Resists +27% lightning +16% light +12% darkness Blind- +26% Amulets can have magical properties. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 4 arcane ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% blight +6% physical +6% mind Phys.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +35.00 HP.reg +3.40 Heal.mod +12% A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +3 Con dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Res.pen +10% mind ----- def ----- Resists +11% blight +12% fire Mind.save +9 (+3 eff.) HP.reg +8.00 ---------- misc Max.psi +10.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% light Melee Ret 4 light 8 darkness ----- def ----- Armour +5 Defense +2 (+0 eff.) Resists +14% cold +5% arcane +9% darkness Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +15 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Max.HP +37.00 A belt that goes around your waist. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 727% 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. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +13% nature +11% blight Poison- +21% Disease- +23% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +2 Cun +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +7 (+2 eff.) Res.pen +13% all Acc +15 (+5 eff.) Apr +11 ----- def ----- Resists +6% darkness Pinning- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+7 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% nature Melee Ret 10 lightning On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +6% acid +6% blight A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +5% cold HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +25 (+8 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% fire +3% darkness Mind.save +5 (+1 eff.) ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +5% arcane +12% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +2% Resists +6% nature Spell.save +3 (+1 eff.) Knockbk- +10% ---------- misc Stam/turn +1.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% 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. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +9 Defense +20 (+5 eff.) Resists +12% darkness Spell.save +9 (+4 eff.) ---------- misc Stam/turn +1.00 Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun 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. |
![]() 1.5 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +18% lightning ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +3% Resists +5% arcane +3% nature Mind.save +12 (+4 eff.) Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +20% cold Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +4% physical Phys.save +16 (+7 eff.) Mind.save +7 (+2 eff.) Disarm- +38% Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +14.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +10% darkness ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +3% lightning +6% mind Max.HP +20.00 Confus- +20% A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +11% cold +6% nature ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 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.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Wil dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +15% mind Melee Ret 4 mind 6 fire ----- def ----- Mind.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 0.0 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. |
Achievements
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 18
42nd Dusk 122nd year of Ascendancy at 23:11 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 25
39th Regrowth 123rd year of Ascendancy at 05:26 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 18
46th Dusk 122nd year of Ascendancy at 09:09 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 20
66th Dusk 122nd year of Ascendancy at 19:17 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 22
72nd Dusk 122nd year of Ascendancy at 08:20 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 25
34th Regrowth 123rd year of Ascendancy at 14:53 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 10
7th Mirth 122nd year of Ascendancy at 01:37 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 20
57th Dusk 122nd year of Ascendancy at 16:16 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 20
65th Dusk 122nd year of Ascendancy at 23:39 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 9
5th Mirth 122nd year of Ascendancy at 21:45 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 26
48th Regrowth 123rd year of Ascendancy at 16:39 see stats
By aaaaaaaaaaaaaaaaaaab the Cornac Brawler level 18
31st Dusk 122nd year of Ascendancy at 00:12 see stats
Log
Aaaaaaaaaaaaaaaaaaab is free of the entropy.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Master killed aaaaaaaaaaaaaaaaaaab!
Saving game...
Saving done.
Talent Sudden Growth is ready to use.
Talent Antimagic Zone is ready to use.
Talent Flurry of Fists is ready to use.
Talent Set Up is ready to use.
Aaaaaaaaaaaaaaaaaaab activates Antimagic Shield.
Talent Striking Stance is ready to use.
Aaaaaaaaaaaaaaaaaaab activates Striking Stance.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Exploit Weakness is ready to use.
Aaaaaaaaaaaaaaaaaaab activates Exploit Weakness.
Ran for 2 turns (stop reason: interesting character).
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Aaaaaaaaaaaaaaaaaaab deactivates Antimagic Shield.
Aaaaaaaaaaaaaaaaaaab deactivates Striking Stance.
Aaaaaaaaaaaaaaaaaaab deactivates Exploit Weakness.