Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 23 / 84% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 43 (base 14) |
Dexterity | 69 (base 45) |
Constitution | 38 (base 12) |
Magic | 15 (base 10) |
Willpower | 28 (base 14) |
Cunning | 58 (base 46) |
Resources
Life | 678/678 |
Stamina | 211/211 |
Healing Factor | 1.3102122670884 |
Regeneration | 4.2581898680373 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 35.84903874937 |
See Invisible | 35.84903874937 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 79 |
Accuracy | 57 |
Crit Chance | 19% |
APR | 15 |
Speed | 0.80 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Mind | +24% |
Light | +19% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (44.574340358689%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 38 |
Mental Save | 30 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 8%( 70%) |
Cold | + 6%( 70%) |
All | + 3%( 70%) |
Darkness | + 14%( 70%) |
Light | + 46%( 70%) |
Lightning | + 6%( 70%) |
Fire | + 6%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 10% |
Teleport Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 105.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 109 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 29% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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 Vitality (+1 level(s)). | 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 Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by cold drake hatchling. Escort: temporal explorer (level 2 of Daikara) | failed |
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 ice 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 ice ant stinger. * You've found the needed giant spider spinneret. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' 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 xorn fragment. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of iron boots 'Bregygen' (0 def, 9 armour) pair of iron boots 'Bregygen' (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes stats: +1 Mag Physical save: +6 (+3 eff.) Blindness immunity: +20% Silence immunity: +10% Pinning immunity: +10% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Dawnmalice (0 def, 2 armour) =current= Dawnmalice (0 def, 2 armour) =current=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +4 Str / +1 Mag Changes damage: +9% light Spell save: +12 (+5 eff.) When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Ivayatha the Morning's kiss (0 def, 4 armour) Ivayatha the Morning's kiss (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 18% Changes stats: +3 Cun / +3 Dex Changes resistances: +15% light / +9% acid Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Mayima [power 105] (13 cooldown) =current= Mayima [power 105] (13 cooldown) =current=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% fire / +12% darkness Changes damage: +12% blight Spell save: +9 (+4 eff.) Mental save: +3 (+1 eff.) Maximum stamina: +30.00 It can be used to fire a magical bolt dealing 105 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Demonscar the copper ring Demonscar the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +5 Str / +5 Con Changes resistances: +3% lightning Blindness immunity: +20% Cut immunity: +10% Maximum psi: +20.00 Rings make your fingers look great! |
On fingers | sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Rings make your fingers look great! |
Around neck | serendipitous gold amulet of dexterity (+7) serendipitous gold amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +7 Lck / +5 Dex Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Main armor | marauder's cured leather armour of the hero (9 def, 4 armour) marauder's cured leather armour of the hero (9 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Fatigue: +7% Changes stats: +8 Str / +8 Dex / +3 Mag / +4 Wil / +4 Cun Physical save: +9 (+4 eff.) Maximum life: +30.00 A suit of armour made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | Aruderan the cashmere cloak (2 def, 0 armour) Aruderan the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Dex / +1 Con Changes damage: +24% mind Mental save: +6 (+3 eff.) Maximum life: +44.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Goravena the Cureweeper =ready= Goravena the Cureweeper =ready=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +6% nature / +3% cold Spell save: +8 (+3 eff.) Blindness immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Size category: +1 A belt that goes around your waist. |
Inventory
Velonor the steel amulet Velonor the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +6 Con Changes resistances: +15% lightning / +2% physical Blindness immunity: +10% Life regen: +6.00 Stamina each turn: +0.60 Movement speed: +10% Healing mod.: +10% Amulets make your neck look great! |
Stormblast the steel ring Stormblast the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes damage: +6% lightning Disarm immunity: +30% Pinning immunity: +26% Knockback immunity: +28% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +22.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Blindness immunity: +21% Infravision radius: +4 See stealth: +9 See invisible: +7 Rings make your fingers look great! |
titan's gold ring of the mind (+13%) =con= titan's gold ring of the mind (+13%) =con=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% mind Changes damage: +13% mind Physical save: +10 (+5 eff.) Rings make your fingers look great! |
Mighty Girdle =carry= Mighty Girdle =carry=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife =breathe= rough leather belt of unlife =breathe=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Gloruvena the Offalvein (1 def, 0 armour) =old= Gloruvena the Offalvein (1 def, 0 armour) =old=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Damage when hit (Melee): 2 mind / 4 nature Changes stats: +2 Str / +1 Con Changes resistances: +3% mind / +6% light Changes damage: +12% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Cobrascar' (2 def, 8 armour) =keep= cashmere cloak 'Cobrascar' (2 def, 8 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +1 Cun / +2 Mag Changes resistances: +17% cold Mindpower: +5 (+2 eff.) Mental crit. chance: +4% Light radius: +3 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) =next time don't grapple= Eden's Guile (2 def, 1 armour) =next time don't grapple=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 49% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Galistir the Festerwolf (4 def, 4 armour) =keep= Galistir the Festerwolf (4 def, 4 armour) =keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +2 Str / +3 Dex Changes resistances penetration: +5% nature Changes damage: +3% nature / +3% physical Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorylaith the Skyrage (0 def, 3 armour) =keep= Glorylaith the Skyrage (0 def, 3 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +4 Dex / +7 Wil / +8 Lck Changes resistances penetration: +10% acid Changes damage: +12% lightning Stealth bonus: +6 Light radius: +2 Infravision radius: +2 A pair of boots made of leather. |
Islora the Blizzardstake (0 def, 3 armour) Islora the Blizzardstake (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str Changes resistances: +8% lightning / +10% temporal / +6% acid Changes damage: +12% cold Reduces incoming crit damage: 15.00% Light radius: +1 Infravision radius: +2 A pair of boots made of leather. |
Ivekira the pair of iron boots (0 def, 5 armour) Ivekira the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +2% Changes stats: +2 Str / +4 Con Changes resistances: +9% nature Critical mult.: +10.00% Stamina each turn: +3.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Eilinimina' (5 def, 1 armour) =keep= pair of rough leather boots 'Eilinimina' (5 def, 1 armour) =keep=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Armour: +1 Defense: +5 (+1 eff.) Changes stats: +2 Str / +3 Con Movement speed: +25% A pair of boots made of leather. |
Corruptionmark (0 def, 2 armour) =keep= Corruptionmark (0 def, 2 armour) =keep=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 4 acid / 5 fire / 5 cold / 4 lightning Changes stats: +3 Mag / +3 Wil Changes resistances: +6% acid / +9% nature Changes resistances penetration: +25% arcane / +10% nature Changes damage: +6% arcane When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 ice / +9 fire / +6 acid / +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour) brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 arcane Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Spellpower: +8 (+6 eff.) When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Glacierwire' (0 def, 2 armour) dwarven-steel gauntlets 'Glacierwire' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +4 Str Changes resistances: +5% arcane / +6% cold Changes damage: +12% arcane / +9% cold When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Cobrausher the dwarven-steel helm (0 def, 4 armour) =keep= Cobrausher the dwarven-steel helm (0 def, 4 armour) =keep=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 47% * 20 arcane resource burn Changes resistances: +18% light / +13% darkness Changes resistances penetration: +5% nature Changes damage: +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Khelerek (0 def, 3 armour) =old= Khelerek (0 def, 3 armour) =old=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +7 Cun / +3 Wil Psi when hit: +0.04 Maximum hate: +4.00 Infravision radius: +2 A cap made of leather. |
Neronn the cashmere wizard hat (2 def, 8 armour) =keep= Neronn the cashmere wizard hat (2 def, 8 armour) =keep=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +5 Wil Changes resistances: +16% mind / +6% light Changes damage: +16% mind Reduces incoming crit damage: 15.00% Blindness immunity: +20% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
marauder's hardened leather armour (12 def, 6 armour) marauder's hardened leather armour (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex Physical save: +8 (+4 eff.) A suit of armour made of leather. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zeraromidin the Squalorswift (dig speed 29 turns) =old= Zeraromidin the Squalorswift (dig speed 29 turns) =old=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +4 Wil / +3 Cun / +1 Con Changes damage: +6% nature Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) =dig= woodsman's iron pickaxe (dig speed 38 turns) =dig=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =charm= Rungof's Fang =charm=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wretchwreath the alchemist's lamp =keep= Wretchwreath the alchemist's lamp =keep=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 47% Changes resistances: +1% physical / +3% fire Changes resistances penetration: +10% nature Physical save: +3 (+1 eff.) Disarm immunity: +20% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
extending elm totem of healing [power 116] (13 cooldown) =heal= extending elm totem of healing [power 116] (13 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Flareshine [power 170] (13 cooldown) Flareshine [power 170] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +4 Str Changes resistances: +6% fire Changes resistances penetration: +20% physical Changes damage: +6% fire It can be used to fire a magical bolt dealing 170 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.
By Joel the Cornac Brawler level 21
71st Haze 122nd year of Ascendancy at 03:02 see stats
By Joel the Cornac Brawler level 21
71st Haze 122nd year of Ascendancy at 03:02 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.
By Joel the Cornac Brawler level 14
26th Dusk 122nd year of Ascendancy at 09:00 see stats
By Joel the Cornac Brawler level 14
26th Dusk 122nd year of Ascendancy at 09:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.
By Joel the Cornac Brawler level 20
70th Haze 122nd year of Ascendancy at 06:33 see stats
By Joel the Cornac Brawler level 20
70th Haze 122nd year of Ascendancy at 06:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.
By Joel the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 02:18 see stats
By Joel the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 02:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.
By Joel the Cornac Brawler level 20
62nd Haze 122nd year of Ascendancy at 04:03 see stats
By Joel the Cornac Brawler level 20
62nd Haze 122nd year of Ascendancy at 04:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.
By Joel the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 02:20 see stats
By Joel the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 02:20 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.
By Joel the Cornac Brawler level 23
76th Haze 122nd year of Ascendancy at 16:41 see stats
By Joel the Cornac Brawler level 23
76th Haze 122nd year of Ascendancy at 16:41 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.
By Joel the Cornac Brawler level 23
4th Decay 122nd year of Ascendancy at 06:28 see stats
By Joel the Cornac Brawler level 23
4th Decay 122nd year of Ascendancy at 06:28 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.
By Joel the Cornac Brawler level 14
9th Flare 122nd year of Ascendancy at 21:52 see stats
By Joel the Cornac Brawler level 14
9th Flare 122nd year of Ascendancy at 21:52 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.
By Joel the Cornac Brawler level 23
3rd Decay 122nd year of Ascendancy at 11:45 see stats
By Joel the Cornac Brawler level 23
3rd Decay 122nd year of Ascendancy at 11:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.
By Joel the Cornac Brawler level 18
42nd Haze 122nd year of Ascendancy at 20:13 see stats
By Joel the Cornac Brawler level 18
42nd Haze 122nd year of Ascendancy at 20:13 see stats