











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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Possessor Bonus Class 1.7.4Donators/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 Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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. 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 | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 21 / 17% |
Size | medium |
Lifes / Deaths | Killed by Kozeot the uruivellas at level 21 on the 6th Decay 122nd year of Ascendancy at 14:53 / 1 |
Primary Stats
Strength | 75 (base 45) |
Dexterity | 30 (base 12) |
Constitution | 61 (base 45) |
Magic | 13 (base 10) |
Willpower | 20 (base 10) |
Cunning | 25 (base 13) |
Resources
Life | -58/745 |
Stamina | 149/185 |
Healing Factor | 1.5349470706754 |
Regeneration | 17.285494567611 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 150 |
Accuracy | 49 |
Crit Chance | 15% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Arcane | +9% |
Cold | +15% |
All | 0% |
Darkness | +7% |
Light | +9% |
Physical | +8% |
Fire | +12% |
Nature | +8% |
Offense: Damage Penetration
Darkness | +15% |
Acid | +37% |
Defense: Base
Armour (hardiness) | 36.292304923968 (87.807182003187%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 19 |
Physical Save | 43 |
Spell Save | 44 |
Mental Save | 26 |
Defense: Resistances
Physical | + 17%( 70%) |
Lightning | + 36%( 70%) |
Nature | + 32%( 70%) |
Fire | + 18%( 70%) |
Darkness | + 24%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 51%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 23% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 293 damage for 3 turns. Its effects scale with your Strength 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 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
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: 3 physical, 4 temporal, 5 darkness, 5 cold |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed giant spider spinneret. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego++] Master/Psionic Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 16 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +3% cold +3% all Spell.save +5 (+2 eff.) ---------- 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +8 Dex +4 Cun +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane +24% lightning ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 1 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 1/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +20% acid Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Mind.save +18 (+9 eff.) Max.HP +40.00 ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane Power 52.5 - 78.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +2.5% Atk.spd 100% Melee+ +7 cold On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +1 Dex dps ---------- Dmg.mod +24% acid Res.pen +7% acid Apr +3 Melee Ret 6 fire Massive two-handed mauls. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% arcane On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +2 ---------- misc Mana/turn +0.24 Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex +1 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +2% physical +19% cold Max.HP +20.00 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% acid +7% darkness +9% light Res.pen +10% darkness +10% acid Apr +4 ----- def ----- Defense +7 (+3 eff.) Resists +10% darkness Phys.save +9 (+3 eff.) Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +1 Wil +4 Cun +4 Con dps ---------- Mind.pwr +5 (+3 eff.) Mov.spd +10% Dmg.mod +12% fire On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Fatigue -4% Resists +3% fire HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Silence- +22% ---------- misc Max.enc +22 Mana/turn +0.17 Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +20 mind While equipped: Stats +3 Dex dps ---------- Res.pen +15% mind ----- def ----- Resists +6% acid ---------- misc Equi/ret +0.04 Infravis +2 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Normal] Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +9% Living On Hit.r1 +20 cold While equipped: Stats +3 Wil dps ---------- Res.pen +15% mind ----- def ----- Mind.save +18 (+9 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 acid On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Res.pen +10% arcane +5% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Heal.mod +14% Heal/summ +12 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Mag +3 Wil +2 Con dps ---------- Phys.crit +3.0% Acc +9 (+3 eff.) On Hit (Ranged): * 20% chance to slow global speed by 49% ----- def ----- Resists +9% acid ---------- misc Infravis +1 See.Invis +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon [Normal] Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Master/Psionic Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +7 Mag ---------- misc Mana/turn +0.10 Max.mana +20.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Melee Ret 2 light ----- def ----- Armour +4 Defense +20 (+10 eff.) Fatigue +3% Resists +9% acid Die.at -40.00 life Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +3 Cun ----- def ----- Armour +3 Fatigue -6% Phys.save +10 (+3 eff.) ---------- misc Max.enc +25 Light +3 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex ----- def ----- Armour +9 Resists +5% arcane +18% fire Stealth +8 Blind- +20% Pinning- +20% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +6% cold ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Resists +6% blight +3% mind +12% nature Phys.save +5 (+2 eff.) HP.reg +4.00 Stun/Frz- +20% ---------- misc Max.enc +33 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +1.10 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% blight +12% fire Res.pen +15% fire Melee Ret 8 light ----- def ----- Armour +3 Fatigue +3% Resists +6% fire A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind Melee Ret 8 acid ----- def ----- Armour +6 Fatigue +3% Resists +3% acid ---------- misc Infravis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +6% cold +9% nature +3% darkness ---------- misc Stam/ret +1.30 Equi/ret +1.60 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +4 Fatigue +4% Resists +11% blight +3% temporal +11% nature +6% mind Disease- +20% Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +8% nature +3% mind ---------- misc Infravis +3 See.Invis +9 A cap made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +20 (+9 eff.) Dmg.mod +3% mind +9% cold ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +20% cold ---------- misc Hate/m.crit +1.00 A suit of armour made of leather. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical Res.pen +5% physical Acc +10 (+3 eff.) ----- def ----- Die.at -20.00 life Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 270 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 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. |
Achievements
By Nixus the Cornac Berserker level 16
57th Dusk 122nd year of Ascendancy at 13:43 see stats
By Nixus the Cornac Berserker level 18
50th Haze 122nd year of Ascendancy at 18:14 see stats
By Nixus the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 06:20 see stats
By Nixus the Cornac Berserker level 20
64th Haze 122nd year of Ascendancy at 12:20 see stats
By Nixus the Cornac Berserker level 17
70th Dusk 122nd year of Ascendancy at 21:16 see stats
By Nixus the Cornac Berserker level 20
71st Haze 122nd year of Ascendancy at 21:01 see stats
By Nixus the Cornac Berserker level 20
4th Decay 122nd year of Ascendancy at 12:28 see stats
By Nixus the Cornac Berserker level 16
40th Dusk 122nd year of Ascendancy at 02:38 see stats
Log
Talent Warshout is ready to use.
Talent Rush is ready to use.
Your shield crumbles under the damage!
The shield around Nixus crumbles.
Kozeot the uruivellas casts Flame.
Melee retaliation hits Kozeot the uruivellas for 2 mind, 2 fire (4 total damage).
Burning Shock from Kozeot the uruivellas hits Nixus for (24 absorbed), 0 fire (0 total damage).
Burning from Kozeot the uruivellas hits Nixus for (51 absorbed), 0 fire (0 total damage).
Kozeot the uruivellas hits Nixus for (18 absorbed), 80 physical (80 total damage).
Kozeot the uruivellas regains their balance.
Islithra the ghoul regains their balance.
Islithra the ghoul uses Block.
Kozeot the uruivellas's Flame hits Nixus for 76 fire damage.
You squeeze It Which Writhes to make it release its fluids!
Nixus rearms.
Nixus uses Death Dance.
Ritch hunter is dazed!
Ritch hunter is not dazed anymore.
You squeeze the squishy tentacle (Nixus)!
Ritch hunter starts to bleed.
Islithra the ghoul starts to bleed.
Kozeot the uruivellas starts to bleed.
Nixus hits Kozeot the uruivellas for 10 acid, 214 physical, 4 cold (228 total damage).
Nixus hits Patchwork troll for 10 acid damage.
Nixus hits Islithra the ghoul for (9 blocked), 0 acid, (155 blocked), 18 physical, (3 blocked), 0 cold (18 total damage).
Nixus hits Ritch hunter for 258 physical, 4 cold, 10 acid (271 total damage).
Kozeot the uruivellas's firestorm hits Nixus for 114 fire damage.
Nixus the level 21 cornac berserker was boiled to death by Kozeot the uruivellas on level 1 of Ruined Dungeon.
Nixus no longer revels in blood quite so much.