










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. 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.
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:
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. 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! 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 | 22 / 8% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 59 (base 18) |
Dexterity | 65 (base 51) |
Constitution | 41 (base 14) |
Magic | 14 (base 10) |
Willpower | 20 (base 10) |
Cunning | 53 (base 35) |
Resources
Life | 547/547 |
Stamina | 198/198 |
Healing Factor | 1.4381403954777 |
Regeneration | 0.35953509886947 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Barehand
Damage | 94 |
Accuracy | 49 |
Crit Chance | 25% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Light | +12% |
Physical | +19% |
Darkness | +3% |
Arcane | +4% |
Lightning | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 35 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 3 |
Physical Save | 42 |
Spell Save | 11 |
Mental Save | 22 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 36%( 70%) |
All | + 8%( 70%) |
Lightning | + 25%( 70%) |
Light | + 27%( 70%) |
Temporal | + 29%( 70%) |
Physical | + 29%( 70%) |
Darkness | + 34%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 32% |
Bleed Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 266 damage for 4 turns. Its effects scale with your Constitution stat. |
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 369 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 19% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. 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 honey tree root. * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +6 Resists +3% lightning +9% temporal +5% arcane +12% light ---------- misc Equi/ret +0.12 Infravis +2 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Nature/Master Power 64.5 - 90.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +11.0% Capacity 21 Ranged+ +35 lightning On Crit.r2 +12 lightning On Hit: 20% Curse of Defenselessness 5 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 14 darkness Dmg.mod +3% darkness +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +5 arcane On Hit: 20% Moonlight Ray 3 On Hit: * 6% chance to reduce damage dealt by 16% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +10 Dex +3 Cun +3 Con dps ---------- Mind.crit +2% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane A cap made of leather. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +5% blight +8% nature +24% acid Poison- +12% Disease- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% physical ----- def ----- Armour +8 Resists +10% physical Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% physical ----- def ----- Defense +5 (+2 eff.) Resists +15% cold Heal.mod +21% Cut- +40% ---------- misc Equi/ret +0.16 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- S.pwr/crit +4 Melee+ 5 darkness Ranged+ 6 darkness Dmg.mod +12% light ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% temporal +22% darkness +13% physical Phys.save +14 (+5 eff.) Def/telep +14 Res/telep +17% Dur/telep +15% ---------- misc Mana/s.crit +1.00 Light +2 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +1 Str +2 Mag +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Dmg.mod +12% acid Res.pen +10% acid +20% cold ----- def ----- Crit.chn- 10.00% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +12% cold Die.at -60.00 life ---------- misc Stam/turn +2.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Str ----- def ----- Defense +11 (+4 eff.) Resists +3% cold +9% light +5% arcane Stealth +8 Poison- +20% Cut- +10% A belt that goes around your waist. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+12 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +15% light Melee Ret 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +6% cold +14% light +15% darkness Blind- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex +4 Mag +3 Con ----- def ----- Resists +15% lightning +5% arcane Stun/Frz- +28% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Res.pen +5% lightning +5% acid On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce armor by 18% ----- def ----- Resists +12% blight +10% nature +24% acid Poison- +29% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Resists +1% physical HP.reg +2.00 Heal.mod +15% Stun/Frz- +23% Teleport- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +6 (+2 eff.) Resists +20% fire Rings make your fingers look great! |
![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% mind Max.HP +23.00 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% nature +11% blight Max.HP +21.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +10% nature +15% lightning A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +7 Str +5 Dex dps ---------- Dmg.mod +9% acid +6% mind Res.pen +20% mind ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +7% Resists +6% acid Phys.save +7 (+2 eff.) ---------- misc Infravis +2 A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% cold On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +12% mind Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +8 Defense +7 (+3 eff.) Resists +9% nature +12% darkness Phys.save +12 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Defense +1 (+1 eff.) Mind.save +12 (+6 eff.) 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 [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 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 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue -5% Resists +9% light +6% acid Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +6% acid Res.pen +15% lightning +10% acid On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +15% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +5% arcane +15% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% 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: Stats +4 Dex dps ---------- Dmg.mod +12% light Res.pen +5% nature ----- def ----- Armour +4 Fatigue -2% Crit.chn- 15.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +29 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 [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Melee+ 6 physical Dmg.mod +4% physical Res.pen +5% temporal ----- def ----- Armour +7 Defense +10 (+4 eff.) ---------- misc Max.stam +10.00 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% S.pwr/crit +4 Melee+ 10 light Dmg.mod +6% light +6% blight ----- def ----- Armour +2 Resists +8% light ---------- misc Mana/turn +0.24 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 158.80 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 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 (+4 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 +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +6.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +3 Wil +1 Cun dps ---------- Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness ---------- misc Infravis +2 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Res.pen +20% physical Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +3% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +4% Resists +3% lightning +9% fire +9% light Mind.save +6 (+3 eff.) Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +1 Mag ----- def ----- Resists +6% cold ---------- misc Light +7 See.Invis +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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+3 eff.) Dmg.mod +12% fire Res.pen +25% nature Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% cold Res.pen +5% temporal +5% nature +10% cold ----- def ----- Resists +19% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Dmg.mod +6% cold +3% fire Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% mind +9% fire ---------- misc Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Cun +1 Str dps ---------- Acc +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +3% blight +9% cold +5% arcane +3% light Spell.save +3 (+3 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 125 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Gari the Cornac Brawler level 15
18th Haze 122nd year of Ascendancy at 03:42 see stats
By Gari the Cornac Brawler level 20
62nd Haze 122nd year of Ascendancy at 13:47 see stats
By Gari the Cornac Brawler level 10
56th Dusk 122nd year of Ascendancy at 22:15 see stats
By Gari the Cornac Brawler level 20
61st Haze 122nd year of Ascendancy at 02:01 see stats
By Gari the Cornac Brawler level 11
60th Dusk 122nd year of Ascendancy at 21:54 see stats
By Gari the Cornac Brawler level 6
17th Dusk 122nd year of Ascendancy at 14:14 see stats
By Gari the Cornac Brawler level 16
40th Haze 122nd year of Ascendancy at 20:21 see stats
Log
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:55.
Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Today is the 8th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 9th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 10th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 1st Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 2nd Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 1st Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 2nd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Today is the 3rd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
Today is the 4th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 5th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Today is the 6th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Today is the 7th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 8th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 9th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Ran for 9 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 10th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Today is the 1st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
There is a Way into a volcanic caldera here (press '' or right click to use).
Ran for 15 turns (stop reason: interesting terrain).
Today is the 2nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
There is a Very old halfling ruins here (press '' or right click to use).
Ran for 14 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).