








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
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 Adventure |
Sex | Female |
Race | Yeek |
Class | Brawler |
Level / Exp | 33 / 32% |
Size | small |
Lifes / Deaths | Killed by naga myrmidon at level 22 on the 51st Dusk 122nd year of Ascendancy at 18:03 0 / 7Killed by Iseba the elven elite warrior at level 27 on the 6th Haze 122nd year of Ascendancy at 20:18 Killed by Ce'Newe the vampire lord at level 29 on the 13rd Haze 122nd year of Ascendancy at 05:36 Killed by corrupted corrupted protoplasmic controller at level 30 on the 36th Haze 122nd year of Ascendancy at 18:33 Killed by corrupted corrupted protoplasmic controller at level 30 on the 36th Haze 122nd year of Ascendancy at 18:43 Killed by Layythra the giant army ant at level 32 on the 72nd Haze 122nd year of Ascendancy at 05:35 Killed by Vorynne the dreadmaster at level 33 on the 6th Decay 122nd year of Ascendancy at 17:28 |
Primary Stats
Strength | 39 (base 16) |
Dexterity | 72 (base 60) |
Constitution | 68 (base 37) |
Magic | 10 (base 10) |
Willpower | 35 (base 10) |
Cunning | 56 (base 35) |
Resources
Life | -231/745 |
Stamina | 201/258 |
Healing Factor | 1.5681295749342 |
Regeneration | 16.857392930548 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 35.308559597209 |
See Invisible | 35.308559597209 |
Offense: Barehand
Damage | 89 |
Accuracy | 56 |
Crit Chance | 30% |
APR | 20 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Nature | +8% |
Blight | +11% |
Physical | +14% |
Mind | +25% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Acid | +5% |
Light | +15% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 28 (30%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 13 |
Physical Save | 44 |
Spell Save | 36 |
Mental Save | 65 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 27%( 70%) |
Physical | + 13%( 70%) |
Cold | + 38%( 70%) |
All | + 10%( 70%) |
Darkness | + 21%( 70%) |
Lightning | + 32%( 70%) |
Mind | + 30%( 70%) |
Fire | + 16%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 29% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 12% |
Silence Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved mental save by +12. | done |
You failed to protect the lost warrior from death by barrow wight. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | 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 Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by yellow jelly. Escort: worried loremaster (level 2 of Daikara) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * 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: 100. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 ice ant stinger. * You've found the needed pouch of bone giant dust. * You've found the needed red crystal shard. Ungrol of Last Hope has completed an elixir of brawn without your aid. | 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 within3 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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +7% fire / +7% cold Movement speed: +25% A pair of boots made of leather. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +10 Damage (Melee): 8 physical Changes stats: +3 Con Changes damage: +6% physical Physical save: +15 (+5 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +29% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +25 physical Damage (radius 1) on hit: +14 physical Damage (radius 2) on crit: +6 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Armour: +9 Fatigue: +5% Changes stats: +7 Str / +7 Wil Changes resistances: +12% blight / +3% physical / +10% mind Mental save: +28 (+7 eff.) Confusion immunity: +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +3 Dex Changes resistances: +7% blight / +5% nature / +12% darkness / +24% lightning Changes resistances penetration: +5% acid Changes damage: +12% lightning Poison immunity: +12% Disease immunity: +15% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Main armor | ![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 21% Damage when hit (Melee): 4 darkness Changes resistances: +18% acid / +24% cold / +22% mind Mental save: +18 (+5 eff.) A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 44.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 44.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Changes stats: +9 Cun / +4 Wil Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Dex / +4 Wil / +2 Con Changes resistances penetration: +15% light Changes damage: +6% blight Mental save: +7 (+2 eff.) Stamina each turn: +3.00 Mindpower: +6 (+2 eff.) Light radius: +3 Damage Shield penetration: +20% A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: 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 7 turns. While Heroism is active, you will only die when reaching -486 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 971 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 344 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 290.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() dwarven-steel dagger 'Salanne' (18-23 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +17 cold When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +5 Mag / +2 Wil Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() balancing hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +4 Dex Mental crit. chance: +8% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() miner's pair of dwarven-steel boots of tirelessness (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +12.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +6 Damage (Melee): 8 nature Changes stats: +2 Cun / +3 Str Changes resistances: +6% nature Changes resistances penetration: +5% light Changes damage: +5% nature Critical mult.: +5.00% Mental save: +6 (+2 eff.) Maximum life: +40.00 Maximum psi: +30.00 Mental crit. chance: +1% Light radius: +1 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +5 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 blight Changes stats: +3 Dex Changes resistances: +8% blight Changes damage: +6% blight When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +8 blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Ganeet the Yeek Brawler level 18
40th Dusk 122nd year of Ascendancy at 04:21 see stats
By Ganeet the Yeek Brawler level 30
35th Haze 122nd year of Ascendancy at 17:34 see stats
By Ganeet the Yeek Brawler level 24
60th Dusk 122nd year of Ascendancy at 10:01 see stats
By Ganeet the Yeek Brawler level 20
48th Dusk 122nd year of Ascendancy at 06:44 see stats
By Ganeet the Yeek Brawler level 31
53rd Haze 122nd year of Ascendancy at 11:28 see stats
By Ganeet the Yeek Brawler level 27
8th Haze 122nd year of Ascendancy at 20:52 see stats
By Ganeet the Yeek Brawler level 30
48th Haze 122nd year of Ascendancy at 22:05 see stats
By Ganeet the Yeek Brawler level 30
37th Haze 122nd year of Ascendancy at 11:06 see stats
By Ganeet the Yeek Brawler level 10
2nd Flare 122nd year of Ascendancy at 17:25 see stats
By Ganeet the Yeek Brawler level 20
48th Dusk 122nd year of Ascendancy at 04:48 see stats
By Ganeet the Yeek Brawler level 30
30th Haze 122nd year of Ascendancy at 17:08 see stats
By Ganeet the Yeek Brawler level 26
63rd Dusk 122nd year of Ascendancy at 16:13 see stats
By Ganeet the Yeek Brawler level 32
4th Decay 122nd year of Ascendancy at 13:08 see stats
By Ganeet the Yeek Brawler level 9
3rd Summertide 122nd year of Ascendancy at 12:27 see stats
By Ganeet the Yeek Brawler level 30
48th Haze 122nd year of Ascendancy at 20:57 see stats
By Ganeet the Yeek Brawler level 31
65th Haze 122nd year of Ascendancy at 16:05 see stats
By Ganeet the Yeek Brawler level 18
36th Dusk 122nd year of Ascendancy at 06:15 see stats
By Ganeet the Yeek Brawler level 31
65th Haze 122nd year of Ascendancy at 12:57 see stats
By Ganeet the Yeek Brawler level 28
12nd Haze 122nd year of Ascendancy at 02:21 see stats
By Ganeet the Yeek Brawler level 19
40th Dusk 122nd year of Ascendancy at 12:19 see stats
Log
Melee retaliation hits Skeleton warrior for 5 blight, 2 darkness (6 total damage).
Decrepitude Disease from Ganeet hits Skeleton warrior for 10 blight damage.
Rotting Disease from Belymira the lesser vampire hits Ganeet for (19 flat reduction), 0 blight (0 total damage).
Decrepitude Disease from Belymira the lesser vampire hits Ganeet for (19 flat reduction), 0 blight (0 total damage).
Ganeet prepares to block incoming attacks.
Dread hits Ganeet for (22 flat reduction), 22 fire (22 total damage).
Ganeet is confused and fails to use Attack.
Ganeet uses Juggernaut.
Ganeet hits Skeleton warrior for 28 physical, 9 physical, 3 physical, 5 physical (45 total damage).
Belymira the lesser vampire performs a melee critical strike against Ganeet!
Dread misses Ganeet.
Dread hits Ganeet for (22 flat reduction), 12 physical (12 total damage).
Rotting Disease from Ganeet hits Dread for 4 blight damage.
Melee retaliation hits Dread for 2 blight, 0 darkness (2 total damage).
Melee retaliation hits Belymira the lesser vampire for 2 blight, 1 darkness, 2 blight, 1 darkness (7 total damage).
Decrepitude Disease from Ganeet hits Dread for 5 blight damage.
Rotting Disease from Ganeet hits Dread for 5 blight damage.
Belymira the lesser vampire hits Ganeet for (22 flat reduction), 38 physical, (22 flat reduction), 27 darkness, (22 flat reduction), 20 physical, (22 flat reduction), 27 darkness, (12 flat reduction), 0 fire (113 total damage).
Vorynne the dreadmaster casts Catalepsy.
Diseases BURN THROUGH Ganeet!
Ganeet is free from the rotting disease.
The diseases of Vorynne the dreadmaster spread!
Ganeet is free from the decrepitude disease.
Ganeet is afflicted by a decrepitude disease!
Ganeet is free from the weakness disease.
Ganeet is free from the epidemic.
Vorynne the dreadmaster hits Ganeet for (22 flat reduction), 115 blight, (22 flat reduction), 1 blight, (22 flat reduction), 114 blight (230 total damage).
Vorynne the dreadmaster receives 25 healing from Blood Splash.
Ganeet the level 33 yeek brawler was tainted to death by Vorynne the dreadmaster on level 7 of Dreadfell.