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! 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 Roguelike |
Sex | Female |
Race | Thalore |
Class | Brawler |
Level / Exp | 24 / 85% |
Size | big |
Lifes / Deaths | Killed by Mayilrada the void horror at level 24 on the 8th Dusk 123rd year of Ascendancy at 16:11 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 36) |
Dexterity | 60 (base 47) |
Constitution | 42 (base 11) |
Magic | 8 (base 10) |
Willpower | 28 (base 12) |
Cunning | 68 (base 25) |
Resources
Life | -127/744 |
Stamina | 57/244 |
Equilibrium | 0 |
Healing Factor | 1.333988003127 |
Regeneration | 4.3354610101628 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 38.359308386465 |
See Invisible | 38.359308386465 |
Offense: Barehand
Damage | 76 |
Accuracy | 46 |
Crit Chance | 23% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Nature | +10% |
Cold | +15% |
Fire | +11% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Fire | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 20 (35.65183292883%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 2 |
Physical Save | 27 |
Spell Save | 28 |
Mental Save | 26 |
Defense: Resistances
Blight | + 13%( 70%) |
Physical | + 26%( 70%) |
Cold | + 32%( 70%) |
All | + 8%( 70%) |
Lightning | + 22%( 70%) |
Light | + 35%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 28%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 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: 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: 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 643% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 | active |
You failed to protect the lone alchemist from death by Layuyana the snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 pouch of faeros ash. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed xorn fragment. * '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.' | 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 within7 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +8 Crit +6.0% Atk.spd 100% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
On head | Blazepiercer (0 def, 1 armour) Blazepiercer (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Wil +7 Cun +3 Con dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% fire On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Tool | Veliwen [power 49] (6/22 cooldown) Veliwen [power 49] (6/22 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Con ----- def ----- Resists +3% blight Crit.chn- 5.00% ---------- misc Infravis +3 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 22 cooldown 100% to heal for 31. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | marksman's steel ring of fire (+22%) marksman's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
On fingers | Kuvor Kuvor0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Crit.mult +5.00% Phys.pwr +8 (+3 eff.) Dmg.mod +12% mind Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +2 ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.79 to 134.37 lightning damage (89.58 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | Arymira the cashmere cloak (2 def, 0 armour) Arymira the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness +6% cold Max.HP +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Glimmerrazor the rough leather belt Glimmerrazor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +15% light ----- def ----- Resists +3% nature Crit.chn- 15.00% Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
movement infusion (speed 514%; cd 10) movement infusion (speed 514%; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 514% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 411; 12 cd) regeneration infusion of the sneak (heal 411; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; magical; dur 2; cd 14) wild infusion of the psychic (res 21%; magical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 24%; mental; dur 4; cd 11) wild infusion of the titan (res 24%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 87; cd 16) shatter afflictions rune of the duelist (absorb 87; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 87 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
mule's copper ring of blight (+11%) mule's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Fatigue -5% Resists +11% blight ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's copper ring of luminosity psionicist's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Melee+ 11 light Ranged+ 11 light Dmg.mod +10% light ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Floeknight the rough leather belt Floeknight the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +12% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +9% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Bagorn the Flarenaught (1 def, 0 armour) Bagorn the Flarenaught (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Phys.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Winterdredge (0 def, 3 armour) Winterdredge (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% physical Melee Ret 2 mind 2 cold ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Furnacewyrd' (0 def, 1 armour) pair of rough leather boots 'Furnacewyrd' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Armour +1 Resists +3% fire ---------- misc Stam/turn +0.30 Max.stam +12.00 Max.hate +6.00 A pair of boots made of leather. |
Blazebender (0 def, 1 armour) Blazebender (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% arcane +12% acid Acc +6 (+2 eff.) Melee Ret 2 arcane 6 light ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Scaldshear (0 def, 1 armour) Scaldshear (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +3 Mag +3 Wil +1 Con dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 7 arcane Dmg.mod +4% arcane +9% fire Res.pen +10% fire Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +4% arcane Unarmed combat: Power 8.0 - 11.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +5 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
blighted iron gauntlets (0 def, 1 armour) blighted iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Cinderorder' (0 def, 2 armour) dwarven-steel gauntlets 'Cinderorder' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +11% mind +12% cold Res.pen +15% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% mind +27% fire Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) umbral dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 darkness Dmg.mod +3% darkness +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +6 arcane On Hit: 20% Moonlight Ray 3 On Hit: * 6% chance to reduce damage dealt by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% cold +5% temporal ---------- misc Breathe water A cap made of leather. |
iron helm 'Elenikhad' (0 def, 3 armour) iron helm 'Elenikhad' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +9% fire Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour 'Dagiyon' (14 def, 4 armour) cured leather armour 'Dagiyon' (14 def, 4 armour)9.0 T2 light armor [Random Unique] Disrupt/Master While equipped: Stats +4 Str +3 Wil dps ---------- Phys.crit +8.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) Apr +8 ----- def ----- Armour +4 Defense +14 (+5 eff.) Fatigue +7% Resists +11% nature +12% blight ---------- misc Stam/turn +0.80 Infravis +1 Second Wind: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 103 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
rough leather armour 'Morningkiss' (3 def, 6 armour) rough leather armour 'Morningkiss' (3 def, 6 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +6% Resists +3% light +1% physical Mind.save +11 (+6 eff.) Disease- +10% A suit of armour made of leather. |
9 agate 9 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. |
266 alchemist agate 266 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. |
8 aquamarine 8 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
iron torque of gale force [power 100] (6/13 cooldown) iron torque of gale force [power 100] (6/13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
7 amethyst 7 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. |
11 ametrine 11 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. |
7 citrine 7 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. |
8 zircon 8 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
By punchin' and things the Thalore Brawler level 19
2nd Decay 122nd year of Ascendancy at 06:00 see stats
By punchin' and things the Thalore Brawler level 15
39th Haze 122nd year of Ascendancy at 16:56 see stats
By punchin' and things the Thalore Brawler level 21
3rd Allure 123rd year of Ascendancy at 12:28 see stats
By punchin' and things the Thalore Brawler level 20
3rd Allure 123rd year of Ascendancy at 01:27 see stats
By punchin' and things the Thalore Brawler level 24
9th Pyre 123rd year of Ascendancy at 11:38 see stats
By punchin' and things the Thalore Brawler level 10
32nd Dusk 122nd year of Ascendancy at 02:00 see stats
By punchin' and things the Thalore Brawler level 20
1st Allure 123rd year of Ascendancy at 18:09 see stats
By punchin' and things the Thalore Brawler level 24
1st Summertide 123rd year of Ascendancy at 14:34 see stats
By punchin' and things the Thalore Brawler level 12
36th Dusk 122nd year of Ascendancy at 14:42 see stats
By punchin' and things the Thalore Brawler level 23
49th Regrowth 123rd year of Ascendancy at 07:55 see stats
By punchin' and things the Thalore Brawler level 15
48th Haze 122nd year of Ascendancy at 16:43 see stats
By punchin' and things the Thalore Brawler level 23
48th Regrowth 123rd year of Ascendancy at 15:10 see stats
By punchin' and things the Thalore Brawler level 17
51st Haze 122nd year of Ascendancy at 18:29 see stats
Log
punchin' and things hits Mayilrada the void horror for (12 dissipated), 29 physical, (2 dissipated), 5 light, (12 dissipated), 27 physical, (2 dissipated), 5 light (65 total damage).
punchin' and things hits Dreadmaster for 9 light, 9 light (18 total damage).
Mayilrada the void horror hits punchin' and things for (2 flat reduction), 0 physical, (0 flat reduction), 0 light, (2 flat reduction), 0 physical, (0 flat reduction), 0 light (0 total damage).
Melee retaliation hits punchin' and things for (6 flat reduction), 0 temporal, (7 flat reduction), 0 darkness, (6 flat reduction), 0 temporal, (7 flat reduction), 0 darkness (0 total damage).
Dreadmaster misses punchin' and things.
Mayilrada the void horror's spell attains critical power!
Punchin' and things loses sight!
Something misses punchin' and things.
Mayilrada the void horror hits punchin' and things for (25 flat reduction), 151 darkness (151 total damage).
Punchin' and things is dazed!
Striking Stance is still on cooldown for 1 turns.
Talent Striking Stance is ready to use.
Talent Set Up is ready to use.
Void Echoes from Mayilrada the void horror hits punchin' and things for (25 flat reduction), 22 mind (22 total damage).
Punchin' and things uses Set Up.
Punchin' and things is moving defensively!
Punchin' and things is not dazed anymore.
Something hits punchin' and things for (25 flat reduction), 9 fire (9 total damage).
Something misses punchin' and things.
Something misses punchin' and things.
Something hits punchin' and things for (25 flat reduction), 151 darkness (151 total damage).
Punchin' and things deactivates Striking Stance.
Punchin' and things has survived the void madness.
Something misses punchin' and things.
Punchin' and things uses Butterfly Kick.
Something hits punchin' and things for 34 fire damage.
Something hits punchin' and things for 138 darkness, 164 darkness (302 total damage).
punchin' and things the level 24 thalore brawler was darkened to death by Mayilrada the void horror on level 3 of Temporal Rift.