








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 12 / 83% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 12 on the 3rd Summertide 122nd year of Ascendancy at 18:34 / 2Killed by Elamira the cutpurse at level 12 on the 3rd Summertide 122nd year of Ascendancy at 20:17 |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 33 (base 25) |
Constitution | 27 (base 10) |
Magic | 10 (base 10) |
Willpower | 20 (base 10) |
Cunning | 43 (base 34) |
Resources
Life | -140/356 |
Stamina | 150/174 |
Steam | 100/100 |
Healing Factor | 1.1386945338482 |
Regeneration | 4.839451768855 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
Offense: Barehand
Damage | 61 |
Accuracy | 34 |
Crit Chance | 18% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Temporal | +15% |
Blight | +3% |
Arcane | +9% |
Darkness | +3% |
Nature | +10% |
Offense: Damage Penetration
Arcane | +15% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 7 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 20 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 24%( 70%) |
Temporal | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 36%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You 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 |
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 hands | ![]() Lisyremitta the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize / 7(-) temporal Damage (Ranged): 8(-) temporal Changes stats: +4(-) Str / +2(-) Dex / +1(-) Wil Changes resistances: +7%(-) temporal Changes damage: +4%(-) temporal Light radius: +3 (-) When used to modify unarmed attacks: Base power: 21.0 - 29.4 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% (-) On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() rough leather cap 'Cinderravager' (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +5 (+3 eff.) (-) Fatigue: +1% (-) Damage when hit (Melee): 6(-) fire Changes stats: +2(-) Dex Silence immunity: +10% (-) Life regen: +4.00 (-) A cap made of leather. |
Tool | ![]() iron pickaxe of endurance (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +3(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Salenne Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +24%(-) lightning / +20%(-) nature Changes resistances penetration: +15%(-) arcane Changes damage: +12%(-) lightning / +10%(-) nature / +9%(-) arcane Spell save: +10 (+10 eff.) (-) Maximum stamina: +16.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() marksman's steel ring of time (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex / +0(-2) Con Changes resistances: +0%(-24%) lightning / +11% temporal / +0%(-20%) nature Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-12%) lightning / +11% temporal / +0%(-10%) nature / +0%(-9%) arcane Spell save: +0 (+0 eff.) (-10 (-10 eff.)) Maximum stamina: +0.00 (-16.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(-) darkness Talent masteries: +0.20(-) Corruption / Black-magic Blindness immunity: +100% (-) Only die when reaching: -100.00 life (-) Spellpower: +5 (+5 eff.) (-) Infravision radius: +6 (-) Shadow Power: +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Main armor | ![]() Xithra the Pitchmire (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+3 eff.) (-) Fatigue: +7% (-) Damage when hit (Melee): 4(-) darkness Changes stats: +4(-) Cun / +5(-) Wil Changes resistances: +12%(-) darkness Changes resistances penetration: +5%(-) lightning Changes damage: +3%(-) darkness Mental save: +10 (+5 eff.) (-) A suit of armour made of leather. |
Light source | ![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Cloak | ![]() Shinewend (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) (-) Armour penetration: +4 (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex Changes resistances: +9%(-) darkness Changes damage: +3%(-) blight Light radius: +2 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() noble's rough leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Wil / +4(-) Cun / +2(-) Con Damage against: +15% (-)Summoned Reduced damage from: +16% (-)Summoned Mental save: +6 (+3 eff.) (-) Mindpower: +4 (+2 eff.) (-) A belt that goes around your waist. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() shatter afflictions rune of the sneak (absorb 64; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 64 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() cleansing copper amulet of dexterity (+2) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% blight / +11% nature / +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Poison immunity: +21% Disease immunity: +21% Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets make your neck look great! |
![]() warrior's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str / +0(-2) Con Changes resistances: +0%(-24%) lightning / +0%(-20%) nature Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-12%) lightning / +0%(-10%) nature / +0%(-9%) arcane Spell save: +0 (+0 eff.) (-10 (-10 eff.)) Blindness immunity: +22% Maximum stamina: +0.00 (-16.00) Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+6 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 68.39 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (137). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() arcing iron waraxe of phasing (12-16 power, 7 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Damage Shield penetration (this weapon only): +10% One-handed war axes. |
![]() acidic steel waraxe of massacre (22-31 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 One-handed war axes. |
![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 10% chance to slow global speed by 44% Damage (Ranged): +17 cold Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +12 nature / +12 mind Arrows are used with bows to pierce your foes to death. |
![]() Xerulle the Umbrabore (21/21, 22-30 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 Damage (Ranged): +20 darkness Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
![]() rejuvenating rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+1 eff.) (-3 (-2 eff.)) Fatigue: +6% (-1%) Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-4) Cun / +0(-5) Wil Changes resistances: +0%(-12%) darkness / +15% cold Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) darkness Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of leather. |
![]() cleansing iron mail armour of stability (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-4 (-2 eff.)) Fatigue: +12% (+5%) Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-4) Cun / +0(-5) Wil Changes resistances: +11% blight / +6% physical / +11% nature / +0%(-12%) darkness Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) darkness Physical save: +10 (+5 eff.) Mental save: +0 (+0 eff.) (-10 (-5 eff.)) A suit of armour made of mail. |
![]() Flashrune the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +3% fire / +6% light / +5% darkness Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-16% )Summoned Critical mult.: +5.00% Physical save: +3 (+2 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum stamina: +30.00 Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A belt that goes around your waist. |
![]() Mighty Girdle 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% Changes stats: +0(-4) Wil / +0(-4) Cun / +0(-2) Con Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-16% )Summoned Maximum encumbrance: +70 Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +40% Maximum life: +40.00 Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) 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. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Wil / +0(-4) Cun / +0(-2) Con Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-16% )Summoned Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. Hathuzor the Strikekarma (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Armour penetration: +0 (-4) Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) (-) Fatigue: -3% Changes stats: +0(-1) Cun / +0(-2) Dex Changes resistances: +12% lightning / +6% light / +0%(-9%) darkness Changes resistances penetration: +5% lightning Changes damage: +0%(-3%) blight Disarm immunity: +10% Maximum life: +20.00 Light radius: +0 (-2) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Fatigue: +1% (-2%) Damage (Melee): 0(-10) item temporal energize / 0(-7) temporal Damage (Ranged): 0(-8) temporal Changes stats: +0(-4) Str / +0(-2) Dex / +0(-1) Wil Changes resistances: +0%(-7%) temporal Changes damage: +0%(-4%) temporal Light radius: +0 (-3) When used to modify unarmed attacks: Base power: 12.0 - 16.8(-9.0 - -12.6) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +2.0% (-6.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() miner's rough leather cap of dexterity (+2) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (+1) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +1% (-) Damage when hit (Melee): 0(-6) fire Changes stats: +2(-) Dex Silence immunity: +0% (-10%) Life regen: +0.00 (-4.00) Infravision radius: +1 A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() This item will automatically be transmogrified when you leave the level. brass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 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. |
![]() This item will automatically be transmogrified when you leave the level. powerful elm totem of summon tentacle [power 100] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-3) Str When carried: Talent granted: +0(+-1) Dig It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 247 Base Damage: 100 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By J.N.C.O. the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 10:09 see stats
By J.N.C.O. the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 10:22 see stats
By J.N.C.O. the Cornac Brawler level 12
3rd Summertide 122nd year of Ascendancy at 18:34 see stats
Log
Talent Create Tinker is ready to use.
Talent Uppercut is ready to use.
Talent Spinning Backhand is ready to use.
J.N.C.O. slows down.
Melee retaliation hits Elamira the cutpurse for (1 rampage shugs off), 0 darkness, (2 rampage shugs off), 0 fire (0 total damage).
Elamira the cutpurse hits J.N.C.O. for (9 flat reduction), 52 physical, (5 flat reduction), 0 nature (52 total damage).
Elamira the cutpurse has shrugged off 6 damage and is ready for more.
Elamira the cutpurse feels pain again.
Eilinewyn the rogue casts Demon Horns.
J.N.C.O. starts to bleed darkness.
Eilinewyn the rogue hits J.N.C.O. for (9 flat reduction), 14 physical, (9 flat reduction), 0 fire (14 total damage).
Melee retaliation hits Eilinewyn the rogue for 2 darkness, 2 fire (4 total damage).
J.N.C.O. uses Infusion: Healing.
J.N.C.O. no longer has a cursed wound.
J.N.C.O. receives 40 healing from Infusion: Healing.
J.N.C.O. uses Infusion: Regeneration.
J.N.C.O. starts regenerating health quickly.
Elamira the cutpurse performs a melee critical strike against J.N.C.O.!
Melee retaliation hits Elamira the cutpurse for (2 rampage shugs off), 0 darkness, (3 rampage shugs off), 0 fire (0 total damage).
Elamira the cutpurse hits J.N.C.O. for (9 flat reduction), 143 physical, (6 flat reduction), 0 nature, (9 flat reduction), 3 acid, (9 flat reduction), 4 nature (149 total damage).
J.N.C.O. is not stunned anymore.
Demonic Cut from Eilinewyn the rogue hits J.N.C.O. for (2 flat reduction), 0 darkness (0 total damage).
Elamira the cutpurse has shrugged off 4 damage and is ready for more.
J.N.C.O. moves reluctantly!
Eilinewyn the rogue casts Flame Leash.
Eilinewyn the rogue's fire area effect hits J.N.C.O. for (9 flat reduction), 7 fire (7 total damage).
Melee retaliation hits Elamira the cutpurse for (4 rampage shugs off), 0 darkness, (6 rampage shugs off), 0 fire (0 total damage).
Elamira the cutpurse hits J.N.C.O. for (9 flat reduction), 69 physical (69 total damage).
J.N.C.O. the level 12 cornac brawler was squished to death by Elamira the cutpurse on level 4 of The Maze.