









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 | Female |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 31 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Animated Crystal Shard at level 23 on the 52nd Pyre 123rd year of Ascendancy at 23:01 0 / 7Killed by Glytira the Guardian at level 29 on the 30th Haze 123rd year of Ascendancy at 08:22 Killed by Celia at level 30 on the 75th Haze 123rd year of Ascendancy at 13:09 Killed by Sleeping Beletha at level 31 on the 8th Allure 124th year of Ascendancy at 08:51 Killed by Sleeping Beletha at level 31 on the 8th Allure 124th year of Ascendancy at 11:07 Killed by Sleeping Beletha at level 31 on the 8th Allure 124th year of Ascendancy at 12:53 Killed by Sleeping Beletha at level 31 on the 8th Allure 124th year of Ascendancy at 14:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 74 (base 50) |
| Dexterity | 85 (base 60) |
| Constitution | 47 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 49 (base 26) |
Resources
| Life | -27/1104 |
| Stamina | 215/295 |
| Healing Factor | 1.3923364354647 |
| Regeneration | 21.233130640836 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Barehand
| Damage | 100 |
| Accuracy | 60 |
| Crit Chance | 31% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Lightning | +6% |
| Light | +10% |
| Darkness | +10% |
| Blight | +5% |
| Arcane | +18% |
| Mind | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (51.69962066283%) |
| Defense | 67 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 15 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Nature | + 12%( 70%) |
| Lightning | + 15%( 70%) |
| Darkness | + 21%( 70%) |
| Arcane | + 17%( 70%) |
| Mind | + 23%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Knockback Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by storm drake. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 honey tree root. * '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.' * You've found the needed faerlhing fang. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed storm wyrm claw. * You've found the needed vial of greater demon bile. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 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 rough leather boots 'Poredhelaith' (25 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +6 Dex +6 Lck dps ---------- Dmg.mod +9% mind +3% physical ----- def ----- Armour +1 Defense +25 (+7 eff.) Stealth +6 A pair of boots made of leather. |
| On hands | brawler's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +5 Dex +3 Cun dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +9 Crit +16.0% Atk.spd 100% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +41.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Glera0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Spell.crit +2% Mov.spd +10% Dmg.mod +18% arcane Phasing +30% On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Fatigue -5% Resists +12% mind HP.reg +3.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | Mayomitta2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Dex dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Resists +5% arcane Crit.chn- 15.00% Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Blazesweep the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 fire ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
healing infusion (heal 67; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune (range 63; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet 'Armutir'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +2 Dex dps ---------- Dmg.mod +12% physical Acc +25 (+6 eff.) ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +9% light Res.Cap +4% all Phys.save +16 (+7 eff.) HP.reg +4.00 Confus- +20% Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.67 cold and 11.00 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
enhanced stralite dagger of persecution (32-42 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Disrupt Power 32.0 - 41.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +15% Unnatural While equipped: Stats +7 Str +8 Dex +11 Mag +10 Wil +7 Cun +7 Con Sharp, short and deadly. |
Zubuth the Glareparry (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 light While equipped: Stats +4 Cun +3 Str dps ---------- Mind.crit +2% Crit.mult +26.00% Phys.pwr +20 (+5 eff.) Mind.pwr +4 (+2 eff.) Apr +3 ----- def ----- Defense +10 (+3 eff.) ---------- misc Max.stam +10.00 Light +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+9 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Isyth1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Mag +3 Wil dps ---------- Dmg.mod +18% physical Acc +10 (+2 eff.) ----- def ----- Resists +8% lightning +8% temporal A belt that goes around your waist. |
noble's hardened leather belt of dampening1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +19% Summoned ----- def ----- Resists +6% acid +7% fire +7% lightning +6% cold D.Red.from +21% Summoned A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (2 def, 5 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue -3% Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorodatta (30 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +6% physical +6% acid +5% cold Acc +30 (+7 eff.) Melee Ret 4 acid ----- def ----- Defense +30 (+8 eff.) Resists +6% lightning +6% cold +7% all Phys.save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hellsravage (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Crit.mult +5.00% Res.pen +10% acid +10% fire Phasing +30% Melee Ret 10 arcane ----- def ----- Resists +9% all ---------- misc Mana/turn +0.18 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +4 Fatigue +3% HP.reg +4.00 Heal.mod +13% Disengage: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+8 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
bladed hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +6 Str +4 Dex +4 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 293.3 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dragonslayer's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +8% fire +8% lightning +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +7% temporal A cap made of leather. |
hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
fortifying stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +9 Str +6 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +13% darkness +7% physical Max.HP +33.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
steel mail armour 'Nifang' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +3 Cun +5 Con dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Crit.chn- 15.00% Max.HP +32.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of mail. |
Lisywe (3 def, 3 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +9% mind Melee Ret 8 mind ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +5% acid +6% cold Mind.save +6 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
quiver of ash arrows 'Rimewaker' (16/16, 22-31 power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Ranged+ +20 cold On Hit.r1 +12 temporal +20 light +20 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
196 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Abyssroar' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Phasing +20% Apr +6 Melee Ret 8 fire ----- def ----- Spell.save +18 (+11 eff.) ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Brenedor' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +25 (+7 eff.) Fatigue -6% Resists +5% arcane Crit.chn- 5.00% Phys.save +6 (+3 eff.) Cut- +20% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ce'Neta the Blazebreak2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +1 Mag +1 Wil dps ---------- Dmg.mod +9% light Res.pen +15% temporal ----- def ----- Resists +6% temporal Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By cinkob the Halfling Brawler level 11
19th Haze 122nd year of Ascendancy at 18:43 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By cinkob the Halfling Brawler level 17
10th Decay 122nd year of Ascendancy at 15:41 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By cinkob the Halfling Brawler level 19
6th Allure 123rd year of Ascendancy at 05:11 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By cinkob the Halfling Brawler level 30
52nd Haze 123rd year of Ascendancy at 11:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By cinkob the Halfling Brawler level 10
40th Dusk 122nd year of Ascendancy at 22:58 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By cinkob the Halfling Brawler level 20
7th Allure 123rd year of Ascendancy at 14:17 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By cinkob the Halfling Brawler level 30
35th Haze 123rd year of Ascendancy at 11:42 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By cinkob the Halfling Brawler level 22
9th Pyre 123rd year of Ascendancy at 23:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By cinkob the Halfling Brawler level 21
50th Regrowth 123rd year of Ascendancy at 09:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By cinkob the Halfling Brawler level 7
79th Pyre 122nd year of Ascendancy at 13:17 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By cinkob the Halfling Brawler level 22
38th Pyre 123rd year of Ascendancy at 06:08 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By cinkob the Halfling Brawler level 22
37th Pyre 123rd year of Ascendancy at 19:08 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By cinkob the Halfling Brawler level 29
31st Haze 123rd year of Ascendancy at 02:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By cinkob the Halfling Brawler level 17
2nd Allure 123rd year of Ascendancy at 10:12 see stats
Log
cinkob misses Sleeping Beletha.
cinkob misses Sleeping Beletha.
Sleeping Beletha evades cinkob.
cinkob evades Sleeping Beletha.
Dozing Glyminn uses Block.
Dozing Glyminn hits cinkob for (31 flat reduction), 34 fire (34 total damage).
Cinkob is no longer evading attacks.
Cinkob seems more focused.
Sleeping Beletha uses Kneecapper.
Cinkob speeds up.
Sleeping Beletha's Kneecapper misses cinkob.
Dozing Glyminn uses Dissolve.
Dozing Glyminn misses cinkob.
Dozing Glyminn has been set up!
Dozing Glyminn misses cinkob.
Dozing Glyminn misses cinkob.
Dozing Glyminn misses cinkob.
Dozing Glyminn misses cinkob.
Dozing Glyminn misses cinkob.
Dozing Glyminn misses cinkob.
Dozing Glyminn misses cinkob.
Double Strike is still on cooldown for 1 turns.
Cinkob slows down.
Sleeping Beletha cleverly deflects the attack with his shield!
Sleeping Beletha repels an attack from cinkob.
Sleeping Beletha performs a melee critical strike against cinkob!
cinkob reacts to an attack from Sleeping Beletha, mitigating the blow!.
Cinkob tries to evade attacks.
Cinkob counters the attack!


















































































































