








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 35 / 27% |
Size | big |
Lifes / Deaths | Killed by Cahonn the human at level 15 on the 67th Dusk 122nd year of Ascendancy at 05:28 2 / 5Killed by dreaming horror at level 17 on the 8th Haze 122nd year of Ascendancy at 20:56 Killed by Weirdling Beast at level 18 on the 9th Haze 122nd year of Ascendancy at 14:20 Killed by Grand Corruptor at level 26 on the 42nd Regrowth 123rd year of Ascendancy at 12:45 Killed by orc high cryomancer at level 34 on the 80th Regrowth 123rd year of Ascendancy at 03:36 |
Primary Stats
Strength | 88 (base 27) |
Dexterity | 103 (base 60) |
Constitution | 47 (base 10) |
Magic | 15 (base 10) |
Willpower | 21 (base 10) |
Cunning | 91 (base 60) |
Resources
Life | 1278/1278 |
Stamina | 206/206 |
Healing Factor | 1.2623364354648 |
Regeneration | 4.1025934152605 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +26% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 93.052663132548 |
See Invisible | 83.052663132548 |
Offense: Barehand
Damage | 118 |
Accuracy | 81 |
Crit Chance | 37% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Physical | -10% |
Acid | +3% |
Light | +3% |
Nature | +20% |
Blight | +9% |
Arcane | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Light | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 35 (60.678270784467%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 51 |
Mental Save | 54 |
Defense: Resistances
Acid | + 26%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 27%( 70%) |
All | + 14%( 70%) |
Lightning | + 25%( 70%) |
Light | + 22%( 70%) |
Temporal | + 34%( 70%) |
Darkness | + 16%( 70%) |
Fire | + 39%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 478 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 165 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. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.70 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Chant of Fortitude |
talent | Striking Stance |
talent | Trained Reactions |
beneficial effect | Countering melee attacks: Has a 46% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Krudd. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 453. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Cun dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +3% nature ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +6 Str +2 Dex +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Disarm- +38% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +5 Crit +13.0% Atk.spd 125% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | ![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +16% Dmg.mod +9% blight Res.pen +15% light Acc +8 (+2 eff.) Melee Ret 4 blight ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +9% light Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +8 Cun +3 Con dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +6% fire ----- def ----- Defense +8 (+2 eff.) Resists +3% darkness Phys.save +9 (+3 eff.) Spell.save +12 (+4 eff.) Max.HP +40.00 Silence- +10% Stun/Frz- +20% ---------- misc Max.stam +16.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Res.pen +15% arcane Acc +5 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) Die.at -20.00 life Amulets make your neck look great! |
Main armor | ![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +15 Defense +21 (+5 eff.) Fatigue +8% Resists +5% acid +12% temporal +9% cold +3% nature +22% fire Mind.save +17 (+6 eff.) Max.HP +60.00 Blind- +10% ---------- misc Breathe water A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +46.00 Blind- +23% Confus- +15% ---------- misc Light +8 See.Stealth +17 See.Invis +7 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Con ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% acid +6% arcane On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 13 * 21% chance to reduce damage dealt by 19% ----- def ----- Resists +6% lightning +6% temporal +9% acid +7% fire +5% arcane +6% cold Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +28% Knockbk- +32% Rings make your fingers look great! |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+8 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 43 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This item has been sent to the Item's Vault. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. This item has been sent to the Item's Vault. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +3 Wil ----- def ----- Armour +2 Defense +11 (+3 eff.) Resists +9% fire Crit.chn- 5.00% Max.HP +31.00 Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +10.0% Spell.crit +7% Mind.crit +10% Crit.mult +7.00% Melee+ 6 cold Dmg.mod +5% cold +6% nature +27% light ----- def ----- Armour +3 Resists +6% cold HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +17.00 Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Atk.spd 125% On Crit.r2 +8 ice On Hit: 10% Ice Breath 5 On Hit: 10% Nightmare 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Wil +1 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% nature +7% physical Crit.chn- 5.00% Phys.save +8 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire Dmg.mod +9% temporal ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +19% lightning +15% fire +3% light +16% physical Spell.save +18 (+6 eff.) Max.HP +34.00 HP.reg +3.00 Heal.mod +14% Poison- +10% A suit of armour made of leather. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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 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. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Krudd the Skeleton Brawler level 24
10th Decay 122nd year of Ascendancy at 03:30 see stats
By Krudd the Skeleton Brawler level 30
54th Regrowth 123rd year of Ascendancy at 02:08 see stats
By Krudd the Skeleton Brawler level 25
32nd Regrowth 123rd year of Ascendancy at 20:33 see stats
By Krudd the Skeleton Brawler level 30
51st Regrowth 123rd year of Ascendancy at 17:23 see stats
By Krudd the Skeleton Brawler level 34
75th Regrowth 123rd year of Ascendancy at 05:56 see stats
By Krudd the Skeleton Brawler level 33
72nd Regrowth 123rd year of Ascendancy at 12:26 see stats
By Krudd the Skeleton Brawler level 23
67th Haze 122nd year of Ascendancy at 17:05 see stats
By Krudd the Skeleton Brawler level 12
48th Dusk 122nd year of Ascendancy at 01:12 see stats
By Krudd the Skeleton Brawler level 31
59th Regrowth 123rd year of Ascendancy at 11:44 see stats
By Krudd the Skeleton Brawler level 33
74th Regrowth 123rd year of Ascendancy at 20:12 see stats
By Krudd the Skeleton Brawler level 18
9th Haze 122nd year of Ascendancy at 09:09 see stats
By Krudd the Skeleton Brawler level 25
21st Regrowth 123rd year of Ascendancy at 01:42 see stats
By Krudd the Skeleton Brawler level 10
1st Dusk 122nd year of Ascendancy at 17:22 see stats
By Krudd the Skeleton Brawler level 20
14th Haze 122nd year of Ascendancy at 01:50 see stats
By Krudd the Skeleton Brawler level 30
51st Regrowth 123rd year of Ascendancy at 05:29 see stats
By Krudd the Skeleton Brawler level 24
6th Regrowth 123rd year of Ascendancy at 04:12 see stats
By Krudd the Skeleton Brawler level 18
12nd Haze 122nd year of Ascendancy at 20:34 see stats
By Krudd the Skeleton Brawler level 32
59th Regrowth 123rd year of Ascendancy at 13:08 see stats
By Krudd the Skeleton Brawler level 19
13rd Haze 122nd year of Ascendancy at 22:22 see stats
By Krudd the Skeleton Brawler level 8
5th Flare 122nd year of Ascendancy at 17:39 see stats
By Krudd the Skeleton Brawler level 25
32nd Regrowth 123rd year of Ascendancy at 20:33 see stats
By Krudd the Skeleton Brawler level 21
58th Haze 122nd year of Ascendancy at 01:58 see stats
By Krudd the Skeleton Brawler level 25
15th Regrowth 123rd year of Ascendancy at 12:38 see stats
By Krudd the Skeleton Brawler level 26
42nd Regrowth 123rd year of Ascendancy at 09:13 see stats
By Krudd the Skeleton Brawler level 35
16th Pyre 123rd year of Ascendancy at 21:01 see stats
By Krudd the Skeleton Brawler level 25
14th Regrowth 123rd year of Ascendancy at 19:12 see stats
By Krudd the Skeleton Brawler level 22
58th Haze 122nd year of Ascendancy at 19:03 see stats
By Krudd the Skeleton Brawler level 16
6th Haze 122nd year of Ascendancy at 02:47 see stats
By Krudd the Skeleton Brawler level 29
51st Regrowth 123rd year of Ascendancy at 04:04 see stats
Log
You manage in extremis to activate the rod in emergency. As you keep on falling towards the maw of the worm the rod finishes charging up and you re-appear nearby, safe from the monstrosity.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Error while transfering The Black Ring to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer Nexus of the Way (22-24 power, 40 apr, mind damage) from the online item's vault.
Saving done.
You transfer The Black Ring to the online item's vault.
Saving done.
Saving game...
Saving done.
Saving game...
You transfer Radiance (15 def, 0 armour) from the online item's vault.
Saving done.
You transfer Warmaster Gnarg's Murderblade (60-96 power, 19 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).