









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! 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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 25 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 25 on the 2nd Mirth 123rd year of Ascendancy at 08:22 / 1 |
Primary Stats
| Strength | 33 (base 13) |
| Dexterity | 72 (base 55) |
| Constitution | 62 (base 15) |
| Magic | 20 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 60 (base 44) |
Resources
| Life | -141/949 |
| Stamina | 83/207 |
| Healing Factor | 1.4598029716162 |
| Regeneration | 7.2260247095002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 36.375715479246 |
| See Invisible | 42.375715479246 |
Offense: Barehand
| Damage | 91 |
| Accuracy | 43 |
| Crit Chance | 31% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Physical | +3% |
| Nature | +20% |
| Lightning | +12% |
| Arcane | +3% |
| Acid | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 27 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 40%( 70%) |
| Blight | + 35%( 70%) |
| Nature | + 33%( 70%) |
| Cold | + 29%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 24% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Dexterity 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 690% 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 Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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 / Grappling | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
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 Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution 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 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. * 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: 49. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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.' * You've found the needed honey tree root. 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 orc heart. * You've found the needed giant spider spinneret. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | Bokunarilin the Flashwrither (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +9 Dex +2 Mag +3 Wil +6 Lck dps ---------- Dmg.mod +3% acid Melee Ret 10 light ----- def ----- Armour +1 Crit.chn- 5.00% Stealth +6 A pair of boots made of leather. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+5 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +15 Crit +10.0% Atk.spd 100% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn 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 voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | hardened leather cap 'Beleth' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun +4 Con dps ---------- Spell.crit +1% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% cold Spell.save +9 (+5 eff.) ---------- misc Mana/s.crit +2.00 Breathe water A cap made of leather. |
| Tool | Dairyrach the Ashbreak (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Crit.mult +10.00% Res.pen +10% mind +10% fire ----- def ----- Defense +5 (+2 eff.) Blind- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Rainusher0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +10 (+3 eff.) Dmg.mod +12% lightning +3% physical +3% darkness Apr +1 Melee Ret 6 nature ----- def ----- Defense +5 (+2 eff.) Resists +24% lightning Rings make your fingers look great! |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 11 physical Ranged+ 13 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 15% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | cleansing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +12% nature +10% blight Poison- +24% Disease- +21% Amulets make your neck look great! |
| Main armor | cashmere robe 'Betodawyn' (0 def, 6 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Melee Ret 4 mind ----- def ----- Armour +6 Resists +8% blight +11% all Phys.save +12 (+6 eff.) Max.HP +47.00 HP.reg +2.70 Heal.mod +12% ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | brass lantern 'Toxinqueller'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% nature Melee Ret 4 arcane ----- def ----- Max.HP +40.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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 | linen cloak 'Emelugaranor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Crit.chn- 10.00% Die.at -40.00 life HP.reg +2.00 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
heroism infusion of the duelist (die at -464; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -464 life. The duration and life will increase by 1% for every 1% life you have lost (currently 998 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Tundraclamor (138% power, 9 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Disrupt/Master/Psionic It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane +16 mind +12 cold On Crit.r2 +29 lightning +29 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * restore 7 stamina and equilibrium While equipped: dps ---------- Phys.crit +10.0% Crit.mult +25.00% Mov.spd +37% Res.pen +17% lightning +16% cold Apr +9 Melee Ret 4 mind 4 cold ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
yew magestaff 'Blazeidol' (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +3% Mind.crit +4% Spell.pwr +9 (+1 eff.) Dmg.mod +20% lightning Res.pen +10% fire +15% cold ---------- misc Mana/turn +0.24 Psi/ret +0.16 Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sewerquarry the dwarven-steel waraxe (128% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Armour +14 Die.at -80.00 life HP.reg +4.00 Cut- +20% One-handed war axes. |
pair of iron boots 'Gluwen' (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +3% nature +15% cold HP.reg +4.00 Disengage: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. |
Velemilranor (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +2 Cun +6 Mag dps ---------- S.pwr/crit +6 Melee+ 6 darkness Dmg.mod +6% acid +3% arcane +4% darkness Melee Ret 2 acid ----- def ----- Armour +2 Fatigue +3% Resists +13% darkness +5% light ---------- misc Infravis +1 Unarmed combat: Power 125% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +17 darkness +7 arcane +18 light On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 20% Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 27.04 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 131.79 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Frostmaim the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% cold Res.pen +20% cold Melee Ret 2 acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid A cap made of leather. |
prismatic hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +10% light +15% darkness A cap made of leather. |
Vorussra the Flowervortex (2 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% nature +9% arcane ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +2% Resists +3% nature +5% arcane +10% darkness +12% light Phys.save +14 (+7 eff.) A suit of armour made of mail. |
8 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. |
62 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. |
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. |
3 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. |
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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
4 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. |
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.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
3 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 (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 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. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
9 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. |
Lavaclash the yew wand of conjuration [power 245] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Str +3 Dex +2 Cun +2 Con dps ---------- Melee Ret 8 fire ---------- misc Infravis +3 Fire a magical bolt dealing 252 acid damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
8 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. |
10 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By efwfwefwef the Cornac Brawler level 24
10th Pyre 123rd year of Ascendancy at 16:11 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By efwfwefwef the Cornac Brawler level 10
4th Flare 122nd year of Ascendancy at 00:35 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By efwfwefwef the Cornac Brawler level 20
50th Haze 122nd year of Ascendancy at 04:34 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By efwfwefwef the Cornac Brawler level 25
68th Pyre 123rd year of Ascendancy at 07:15 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By efwfwefwef the Cornac Brawler level 22
66th Haze 122nd year of Ascendancy at 01:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By efwfwefwef the Cornac Brawler level 10
4th Flare 122nd year of Ascendancy at 00:33 see stats
Level 20 (Roguelike)
Got a character to level 20.By efwfwefwef the Cornac Brawler level 20
49th Haze 122nd year of Ascendancy at 18:01 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By efwfwefwef the Cornac Brawler level 19
72nd Dusk 122nd year of Ascendancy at 14:57 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By efwfwefwef the Cornac Brawler level 18
58th Dusk 122nd year of Ascendancy at 03:16 see stats
The Arena (Roguelike)
Unlocked Arena mode.By efwfwefwef the Cornac Brawler level 9
8th Mirth 122nd year of Ascendancy at 13:05 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By efwfwefwef the Cornac Brawler level 22
13rd Regrowth 123rd year of Ascendancy at 21:54 see stats
The secret city (Roguelike)
Discovered the truth about mages.By efwfwefwef the Cornac Brawler level 12
10th Dusk 122nd year of Ascendancy at 11:24 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By efwfwefwef the Cornac Brawler level 20
51st Haze 122nd year of Ascendancy at 20:43 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By efwfwefwef the Cornac Brawler level 20
51st Haze 122nd year of Ascendancy at 03:00 see stats
Log
Grand Corruptor casts Blood Spray.
Efwfwefwef resists the disease!
Lava floor burns efwfwefwef!
Grand Corruptor receives 134 healing.
Grand Corruptor hits efwfwefwef for (9 flat reduction), 116 blight, (9 flat reduction), 85 fire (201 total damage).
Lava floor burns efwfwefwef!
Grand Corruptor hits efwfwefwef for (9 flat reduction), 85 fire (85 total damage).
Efwfwefwef prepares to block incoming attacks.
Efwfwefwef slows down.
Grand Corruptor hits efwfwefwef for (9 flat reduction), 43 fire (43 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
efwfwefwef deflects the projectile from Grand Corruptor to the northwest!
Grand Corruptor receives 134 healing.
Lava floor burns efwfwefwef!
Grand Corruptor hits efwfwefwef for (9 flat reduction), 85 fire (85 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
efwfwefwef deflects the projectile from Grand Corruptor to the north!
Grand Corruptor receives 134 healing.
Lava floor burns efwfwefwef!
Grand Corruptor hits efwfwefwef for (9 flat reduction), 85 fire (85 total damage).
Grand Corruptor deactivates Fearscape.
Grand Corruptor's Soul Rot hits efwfwefwef for (9 flat reduction), 168 blight (168 total damage).
efwfwefwef the level 25 cornac brawler was diseased to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!






































































































