










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 20 / 65% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 20 on the 26th Dusk 122nd year of Ascendancy at 04:57 / 1 |
Primary Stats
Strength | 73 (base 48) |
Dexterity | 37 (base 11) |
Constitution | 43 (base 33) |
Magic | 10 (base 10) |
Willpower | 12 (base 10) |
Cunning | 39 (base 17) |
Resources
Life | -416/640 |
Stamina | 48/192 |
Healing Factor | 1.2397742564935 |
Regeneration | 2.7894920771103 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 30.004149834542 |
See Invisible | 30.004149834542 |
Offense: Mainhand
Damage | 135 |
Accuracy | 49 |
Crit Chance | 32% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Cold | +8% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 45.883307766991 (81.151787968034%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 13 |
Physical Save | 31 |
Spell Save | 7 |
Mental Save | 23 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 48%( 70%) |
All | + 7%( 70%) |
Physical | + 9%( 70%) |
Lightning | + 27%( 70%) |
Light | + 21%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 19%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Knockback Resistance | 30% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 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 defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. * You've found the needed red crystal shard. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Resists +2% physical Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 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 134% 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. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% nature +3% light ---------- misc Light +6 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +1 Fatigue +1% Resists +3% light +3% nature Phys.save +3 (+2 eff.) Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 238.6 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Fatigue -5% Resists +3% light +6% mind 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 Dex +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- HP.reg +2.00 Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +9% lightning +5% arcane +6% blight Blind- +10% Pinning- +20% Knockbk- +10% ---------- misc Max.psi +40.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Resists +6% lightning +11% temporal Die.at -60.00 life A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 blight While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% lightning ----- def ----- Resists +3% lightning ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Melee+ 10 cold Dmg.mod +8% cold Acc +7 (+2 eff.) Apr +7 On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +8 Fatigue +5% Resists +3% lightning +13% cold +6% darkness +9% temporal Mind.save +9 (+4 eff.) Max.HP +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +13 Defense +4 (+2 eff.) Fatigue +12% Resists +6% acid +9% cold Max.HP +48.00 ---------- misc Breathe water A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +6% light +10% cold Crit.chn- 15.00% Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% ----- def ----- Resists +13% fire +12% cold Amulets make your neck look great! |
Inventory
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +3 Wil dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% cold Res.pen +10% physical ----- def ----- Armour +4 Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +36% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Nature Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego] Disrupt/Psionic Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +7% Living While equipped: ----- def ----- Resists +9% acid +10% lightning +9% cold +8% fire +2% all Spell.save +8 (+8 eff.) Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +26% Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +21.00% Spell.pwr +10 (+10 eff.) Melee+ 15 fire Dmg.mod +15% lightning ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.22 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 44% On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Resists +3% lightning +5% arcane +3% darkness ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +4 acid While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% acid +10% physical ----- def ----- Armour +2 Max.HP +20.00 Teleport- +20% One-handed war axes. |
![]() 1.0 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. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Spell.save +5 (+5 eff.) Stealth +7 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Resists +5% light +5% darkness Create a temporary shield that absorbs 170 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +4 Mag +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Mind.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. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +4 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +16% mind ----- def ----- Resists +9% lightning +1% physical +3% light +16% mind +6% nature +11% all Phys.save +6 (+3 eff.) Heal.mod +5% Knockbk- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% all Phys.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Res.pen +10% light ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Light +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +1 Mag ----- def ----- Armour +1 Resists +3% blight +9% fire Max.HP +20.00 HP.reg +2.00 Heal.mod +11% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun +3 Str dps ---------- Crit.mult +10.00% Res.pen +20% mind ----- def ----- Armour +1 Crit.chn- 5.00% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Infravis +1 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. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 204.95 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal +3% light +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +6% mind +3% fire Res.pen +15% mind +10% lightning Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +15% mind A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Defense +1 (+1 eff.) Resists +3% light Mind.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 Max.stam +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) ---------- misc Psi/turn +0.13 Light +3 A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +21% cold +20% fire ---------- misc Hate/m.crit +2.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical ----- def ----- Armour +18 Defense +2 (+1 eff.) Fatigue +8% Phys.save +5 (+3 eff.) Max.HP +20.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +18 Defense +3 (+2 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% A suit of armour made of metal plates. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning +12% cold +7% nature +21% acid Res.pen +25% cold ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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. |
Achievements
By Catrghl the Cornac Berserker level 10
8th Mirth 122nd year of Ascendancy at 12:38 see stats
By Catrghl the Cornac Berserker level 20
20th Dusk 122nd year of Ascendancy at 01:40 see stats
By Catrghl the Cornac Berserker level 14
8th Flare 122nd year of Ascendancy at 16:18 see stats
By Catrghl the Cornac Berserker level 20
25th Dusk 122nd year of Ascendancy at 17:52 see stats
By Catrghl the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 19:34 see stats
By Catrghl the Cornac Berserker level 16
3rd Dusk 122nd year of Ascendancy at 05:45 see stats
By Catrghl the Cornac Berserker level 15
9th Flare 122nd year of Ascendancy at 12:34 see stats
Log
Belobrenor the sandworm hits Catrghl for 40 nature, 3 mind, 4 darkness, 37 mind, 3 mind, 4 darkness (92 total damage).
Catrghl uses Infusion: Regeneration.
Catrghl starts regenerating health quickly.
Catrghl rearms.
Catrghl warms up.
Catrghl's armour is more intact.
Thorn Grab from Belobrenor the sandworm hits Catrghl for 10 nature damage.
3-headed hydra misses Catrghl.
War hound hits Catrghl for 90 physical damage.
Zubyvea the green ooze shoves 3-headed hydra aside.
Velinn the sandworm shoves 3-headed hydra aside.
Talent Shattering Blow is ready to use.
Talent Death Dance is ready to use.
Talent Warshout is ready to use.
Thorn Grab from Belobrenor the sandworm hits Catrghl for 10 nature damage.
Belobrenor the sandworm hits Catrghl for 33 nature, 3 mind, 4 darkness, 34 mind, 3 mind, 4 darkness (82 total damage).
Catrghl performs a melee critical strike against Belobrenor the sandworm!
You collect a new ingredient: sandworm tooth (1).
Catrghl's blood frenzy intensifies!
Catrghl hits Belobrenor the sandworm for 259 physical damage.
Catrghl killed Belobrenor the sandworm!
Velinn the sandworm uses Telekinetic Smash.
Catrghl is stunned!
War hound hits Catrghl for 97 physical damage.
Velinn the sandworm hits Catrghl for 25 physical, 0 arcane, 16 physical, 42 physical, 6 nature, 9 darkness, 16 physical (114 total damage).
Velinn the sandworm's Beyond the Flesh hits Catrghl for 37 physical, 6 nature, 9 darkness, 16 physical (68 total damage).
Catrghl the level 20 cornac berserker was sliced to death by a war hound on level 1 of Sandworm lair.
Catrghl no longer revels in blood quite so much.