









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 28 / 16% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 23 on the 59th Haze 122nd year of Ascendancy at 03:47 0 / 7Killed by Veloletta the sandworm destroyer at level 25 on the 79th Haze 122nd year of Ascendancy at 09:57 Killed by elven cultist at level 25 on the 4th Decay 122nd year of Ascendancy at 23:47 Killed by elven mage at level 25 on the 5th Decay 122nd year of Ascendancy at 06:27 Killed by elven cultist at level 26 on the 5th Decay 122nd year of Ascendancy at 08:09 Killed by Gukira the elven blood mage at level 26 on the 5th Decay 122nd year of Ascendancy at 08:21 Killed by Celia at level 28 on the 66th Regrowth 123rd year of Ascendancy at 09:25 |
Primary Stats
Strength | 36 (base 13) |
Dexterity | 67 (base 59) |
Constitution | 54 (base 10) |
Magic | 18 (base 10) |
Willpower | 28 (base 19) |
Cunning | 62 (base 45) |
Resources
Life | -12/774 |
Stamina | 176/226 |
Healing Factor | 1.3997803169826 |
Regeneration | 4.5492860301935 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.6645352591004E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 36.889385242605 |
See Invisible | 36.889385242605 |
Offense: Barehand
Damage | 84 |
Accuracy | 60 |
Crit Chance | 37% |
APR | 22 |
Speed | 0.80 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +12% |
Temporal | +9% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Darkness | +11% |
Physical | +7% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 15 |
Physical Save | 41 |
Spell Save | 44 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 19%( 73%) |
Mind | + 9%( 73%) |
Fire | + 20%( 73%) |
Cold | + 18%( 73%) |
All | + 3%( 73%) |
Defense: Immunities
Disarm Resistance | 40% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 temporal, 3 mind, 5 nature |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 717% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Finishing moves | 1.44 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by ruin banshee. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by red crystal. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 ice 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 24. | 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. | active |
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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 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.' | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) Res.pen +7% physical Apr +4 ----- def ----- Armour +4 Fatigue +3% Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +2 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +8 (+4 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Acc +11 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 123% 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. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +12% light ----- def ----- Resists +15% cold +18% fire Phys.save +14 (+5 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck dps ---------- Dmg.mod +9% temporal Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +13 (+4 eff.) Res.Cap +3% all Phys.save +7 (+2 eff.) Unseen.red 12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.14 Technique/Finishing moves Amulets make your neck look great! |
Main armor | ![]() 9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +5.0% Apr +9 ----- def ----- Armour +7 Defense +21 (+6 eff.) Fatigue +8% Mind.save +10 (+5 eff.) ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 68 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Master While equipped: ----- def ----- Resists +3% all Crit.chn- 15.00% Phys.save +10 (+3 eff.) Spell.save +7 (+2 eff.) Heal.mod +10% Stun/Frz- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +10% darkness +21% mind Res.pen +11% darkness +25% acid Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +6% mind Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Mag +4 Cun +8 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +16 Mana/turn +0.26 Max.mana +32.00 Infravis +3 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +14% Cut- +40% ---------- misc Stam/turn +0.50 Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +16% acid +15% fire +13% lightning +18% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +8 Resists +20% darkness Rings make your fingers look great! |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +15% fire Max.HP +38.00 HP.reg +6.60 Heal.mod +14% A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% acid ----- def ----- Crit.chn- 15.00% Phys.save +7 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% mind Against +26% Summoned ----- def ----- Armour +10 Defense +8 (+3 eff.) Resists +7% acid +5% arcane +13% blight D.Red.from +23% Summoned Phys.save +16 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +3% light Res.pen +5% light +15% fire ----- def ----- Defense +2 (+1 eff.) Resists +9% light +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Con ----- def ----- Armour +3 Resists +8% lightning +8% temporal +5% arcane +9% nature Phys.save +9 (+3 eff.) Heal.mod +5% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Fatigue +2% Crit.chn- 10.00% Phys.save +11 (+4 eff.) Mind.save +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Cun +3 Str dps ---------- Acc +6 (+2 eff.) Apr +3 ----- def ----- Armour +2 Defense +10 (+3 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +23% ---------- misc Max.stam +10.00 Infravis +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% physical Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Resists +6% acid +6% darkness ---------- misc Max.stam +10.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Dmg.mod +9% fire Res.pen +5% fire Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +6% acid Phys.save +7 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +27% ---------- misc Psi/ret +0.12 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +2 Mag +2 Cun dps ---------- Dmg.mod +16% fire Melee Ret 6 lightning ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +24% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +25% nature Melee Ret 6 nature On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Defense +2 (+1 eff.) Resists +30% nature +3% mind A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +15 (+4 eff.) Apr +3 ----- def ----- Defense +10 (+3 eff.) Resists +18% nature Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Light +4 See.Stealth +17 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Dex +2 Mag +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 16% ---------- misc Infravis +3 See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +25% arcane Melee Ret 4 cold ----- def ----- Resists +6% acid Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 80 lightning damage and will be dazed for 1 turn (404 total damage) Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Furioser Fister Fistus the Cornac Brawler level 20
2nd Haze 122nd year of Ascendancy at 14:17 see stats
By Furioser Fister Fistus the Cornac Brawler level 21
32nd Haze 122nd year of Ascendancy at 17:19 see stats
By Furioser Fister Fistus the Cornac Brawler level 20
73rd Dusk 122nd year of Ascendancy at 13:51 see stats
By Furioser Fister Fistus the Cornac Brawler level 20
74th Dusk 122nd year of Ascendancy at 09:15 see stats
By Furioser Fister Fistus the Cornac Brawler level 10
6th Flare 122nd year of Ascendancy at 11:02 see stats
By Furioser Fister Fistus the Cornac Brawler level 20
73rd Dusk 122nd year of Ascendancy at 08:04 see stats
By Furioser Fister Fistus the Cornac Brawler level 26
8th Decay 122nd year of Ascendancy at 03:26 see stats
By Furioser Fister Fistus the Cornac Brawler level 22
55th Haze 122nd year of Ascendancy at 12:33 see stats
By Furioser Fister Fistus the Cornac Brawler level 11
7th Dusk 122nd year of Ascendancy at 07:31 see stats
By Furioser Fister Fistus the Cornac Brawler level 28
6th Regrowth 123rd year of Ascendancy at 04:05 see stats
By Furioser Fister Fistus the Cornac Brawler level 17
67th Dusk 122nd year of Ascendancy at 19:43 see stats
Log
The shield around Furioser Fister Fistus crumbles.
A shield forms around Furioser Fister Fistus.
Something hits Furioser Fister Fistus for (21 flat reduction), (57 absorbed), 0 cold (0 total damage).
Talent Double Strike is ready to use.
Bane of Confusion from Celia hits Furioser Fister Fistus for (21 flat reduction), (34 absorbed), 0 darkness (0 total damage).
Furioser Fister Fistus uses Track.
Something hits Furioser Fister Fistus for (21 flat reduction), (57 absorbed), 0 cold (0 total damage).
Bane of Confusion from Celia hits Furioser Fister Fistus for (21 flat reduction), (34 absorbed), 0 darkness (0 total damage).
Furioser Fister Fistus uses Infusion: Healing.
Furioser Fister Fistus receives 230 healing from Infusion: Healing.
Furioser Fister Fistus lashes out with a spinning backhand.
Dread casts Empathic Hex.
Furioser Fister Fistus is hexed.
Celia hits Furioser Fister Fistus for (21 flat reduction), (57 absorbed), 0 cold (0 total damage).
Celia casts Invoke Darkness.
Your shield crumbles under the damage!
The shield around Furioser Fister Fistus crumbles.
Celia hits Furioser Fister Fistus for (21 flat reduction), (111 absorbed), 128 darkness (128 total damage).
Bane of Confusion from Celia hits Furioser Fister Fistus for (21 flat reduction), 34 darkness (34 total damage).
There is a previous level here (press '' or right click to use).
Dread activates Blur Sight.
Celia hits Furioser Fister Fistus for (21 flat reduction), 57 cold (57 total damage).
Celia casts Rigor Mortis.
Furioser Fister Fistus is recovering from the damage!
Furioser Fister Fistus feels death coming!
Celia hits Furioser Fister Fistus for (21 flat reduction), 328 cold, (21 flat reduction), 244 darkness (572 total damage).
Furioser Fister Fistus the level 28 cornac brawler was shadowed to death by Celia on level 2 of Last Hope Graveyard.