










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! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/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. 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 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: 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 28 / 43% |
Size | medium |
Lifes / Deaths | Killed by Layildama the rogue at level 28 on the 57th Pyre 123rd year of Ascendancy at 17:40 / 1 |
Primary Stats
Strength | 48 (base 13) |
Dexterity | 72 (base 60) |
Constitution | 50 (base 10) |
Magic | 10 (base 10) |
Willpower | 27 (base 10) |
Cunning | 76 (base 53) |
Resources
Life | -5/868 |
Stamina | 147/248 |
Healing Factor | 1.2786847857242 |
Regeneration | 0.31967119643105 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 40.174866052011 |
See Invisible | 43.174866052011 |
Offense: Barehand
Damage | 125 |
Accuracy | 51 |
Crit Chance | 39% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Darkness | +10% |
Cold | +13% |
All | 0% |
Defense: Base
Armour (hardiness) | 41.5 (43.579428603723%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 12 |
Physical Save | 46 |
Spell Save | 29 |
Mental Save | 49 |
Defense: Resistances
Light | + 13%( 70%) |
Temporal | + 16%( 70%) |
Cold | + 42%( 70%) |
Fire | + 16%( 70%) |
Mind | + 13%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
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 386 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Nerawen the poison ivy. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Lisyvena the cave bear. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 64. | 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. | 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: * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. * '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.' Stire of Derth has completed an elixir of precision without your aid. 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 green worm. * You've found the needed vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed naga tongue. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +25 (+7 eff.) Resists +7% fire +3% light +6% cold Phys.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +40.00 Knockbk- +20% A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +3 Dex +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +15.0% Atk.spd 100% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +5 Wil +2 Cun dps ---------- Phys.crit +2.0% Phys.pwr +30 (+7 eff.) Mind.pwr +25 (+9 eff.) Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +13% cold Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +30 (+8 eff.) Resists +26% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +15 (+5 eff.) Amulets make your neck look great! |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +2.0% Melee Ret 2 physical ----- def ----- Defense +10 (+3 eff.) Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +8 Cun ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Mind.save +6 (+2 eff.) ---------- misc See.Invis +3 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 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% mind +6% temporal Crit.chn- 10.00% Max.HP +30.00 Disarm- +10% A belt that goes around your waist. |
Inventory
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.0 potion [Plot Item] Nature Grant you four additional stat points. A vial of thick maroon fluid. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Cunning/Tactical Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +14% light +12% darkness Blind- +24% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Res.pen +5% light +10% nature Melee Ret 2 light ----- def ----- Resists +20% cold ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +25% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings make your fingers look great! |
![]() 3.0 T3 mace 1H weapon [Ego+] Nature Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +17 acid +8 nature While equipped: dps ---------- Res.pen +7% acid +9% nature Apr +7 Blunt and deadly. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% lightning +8% darkness +7% light +6% blight +9% fire +8% cold +11% all Phys.save +12 (+4 eff.) Spell.save +25 (+12 eff.) Mind.save +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 Defense +16 (+4 eff.) Fatigue +7% Resists +15% lightning +3% fire +3% nature A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +30% lightning +12% arcane Res.pen +5% lightning +15% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% lightning +7% physical Phys.save +10 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% temporal Res.pen +15% temporal Melee Ret 4 cold 10 temporal ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +9% physical +26% cold +10% lightning +7% fire Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +3% cold On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +4 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +6% temporal +6% blight Blind- +10% 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% Cun, 40% Dex, 40% Str 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 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 53.69 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 [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str 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 +3 Str +1 Dex +3 Con dps ---------- Res.pen +5% light +25% fire ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 Light +1 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 16.0 - 22.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% acid +6% arcane +15% light Res.pen +15% light +10% mind ----- def ----- Armour +2 Fatigue +3% Resists +18% acid ---------- misc Light +3 Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) On Melee Ret: * 27 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +13 (+6 eff.) Unarmed combat: Power 35.0 - 49.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: * 25 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Res.pen +20% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% darkness Phys.save +11 (+4 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Armour +13 Fatigue +1% Resists +5% cold Spell.save +9 (+4 eff.) Die.at -20.00 life ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +11 Dex +3 Mag ----- def ----- Armour +3 Fatigue +3% Resists +6% mind ---------- misc Infravis +3 A cap 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 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 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 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 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 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. |
![]() 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Crit.mult +10.00% Apr +7 ----- def ----- Defense +10 (+3 eff.) Resists +9% acid +1% physical Spell.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +6% acid +12% temporal +3% nature Crit.chn- 10.00% Spell.save +12 (+6 eff.) Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By lari the Cornac Brawler level 15
40th Dusk 122nd year of Ascendancy at 14:06 see stats
By lari the Cornac Brawler level 20
2nd Allure 123rd year of Ascendancy at 05:23 see stats
By lari the Cornac Brawler level 26
4th Pyre 123rd year of Ascendancy at 04:52 see stats
By lari the Cornac Brawler level 10
15th Dusk 122nd year of Ascendancy at 02:59 see stats
By lari the Cornac Brawler level 20
48th Haze 122nd year of Ascendancy at 07:19 see stats
By lari the Cornac Brawler level 20
78th Haze 122nd year of Ascendancy at 09:56 see stats
By lari the Cornac Brawler level 25
1st Pyre 123rd year of Ascendancy at 22:33 see stats
By lari the Cornac Brawler level 20
2nd Allure 123rd year of Ascendancy at 06:53 see stats
By lari the Cornac Brawler level 12
21st Dusk 122nd year of Ascendancy at 17:15 see stats
By lari the Cornac Brawler level 19
48th Haze 122nd year of Ascendancy at 07:19 see stats
By lari the Cornac Brawler level 24
44th Regrowth 123rd year of Ascendancy at 11:29 see stats
By lari the Cornac Brawler level 27
19th Pyre 123rd year of Ascendancy at 00:55 see stats
By lari the Cornac Brawler level 17
70th Dusk 122nd year of Ascendancy at 06:15 see stats
Log
Bleeding from Neribrera the storm drake hits lari for (27 flat reduction), 0 physical (0 total damage).
Neribrera the storm drake has survived the set up.
Layildama the rogue casts Manathrust.
Lari is recovering from the damage!
Neribrera the storm drake uses Bleeding Edge.
Lari is cut deeply.
LIFE LOST WARNING!
Layildama the rogue hits lari for (27 flat reduction), 114 arcane (114 total damage).
Neribrera the storm drake hits lari for (27 flat reduction), 68 physical, (8 flat reduction), 0 nature (68 total damage).
Greater Weapon Focus from Neribrera the storm drake hits lari for (27 flat reduction), 54 physical, (8 flat reduction), 0 nature (54 total damage).
Melee retaliation hits Neribrera the storm drake for 1 physical, 1 physical (2 total damage).
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Melee retaliation hits lari for (12 flat reduction), 0 lightning, (12 flat reduction), 0 lightning (0 total damage).
lari hits Neribrera the storm drake for 65 physical, 69 physical (134 total damage).
Lari is not stunned anymore.
Lari has recovered!
Talent Touch of Death is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Double Strike is ready to use.
Talent Axe Kick is ready to use.
Burning from Layildama the rogue hits lari for (27 flat reduction), 2 fire (2 total damage).
Bleeding from Neribrera the storm drake hits lari for (27 flat reduction), 0 physical (0 total damage).
Deep Wound from Neribrera the storm drake hits lari for (27 flat reduction), 18 physical (18 total damage).
Neribrera the storm drake aims less carefully.
Layildama the rogue casts Lightning.
Layildama the rogue hits lari for (27 flat reduction), 221 lightning (221 total damage).
lari the level 28 cornac brawler was shocked to death by Layildama the rogue on level 3 of Dreadfell.