









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! 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 Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 26 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 19 on the 35th Dusk 122nd year of Ascendancy at 16:20 0 / 6Killed by Gyvena the dredgling at level 24 on the 2nd Haze 122nd year of Ascendancy at 17:44 Killed by Bethymira the temporal stalker at level 24 on the 2nd Haze 122nd year of Ascendancy at 18:56 Killed by orc corruptor at level 24 on the 6th Haze 122nd year of Ascendancy at 18:47 Killed by elven blood mage at level 25 on the 51st Haze 122nd year of Ascendancy at 11:09 Killed by elven cultist at level 26 on the 51st Haze 122nd year of Ascendancy at 15:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 13) |
| Dexterity | 77 (base 57) |
| Constitution | 47 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 87 (base 50) |
Resources
| Life | 739/739 |
| Stamina | 228/228 |
| Healing Factor | 1.3623364354647 |
| Regeneration | 3.0652569797956 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 9 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 103 |
| Accuracy | 62 |
| Crit Chance | 34% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Acid | +27% |
| Light | +10% |
| Lightning | +3% |
| Cold | +11% |
| Arcane | +6% |
| Mind | +13% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +10% |
| Physical | +40% |
Defense: Base
| Armour (hardiness) | 25 (35.65183292883%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 4 |
| Physical Save | 39 |
| Spell Save | 27 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 28%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 8%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 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: 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 | active |
You failed to protect the injured seer from death by Mayanne the snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 104. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' 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 pouch of luminous horror dust. * You've found the needed wretchling eyeball. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed electric eel tail. * You've found the needed ritch stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 | Xerawe the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +1 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Xeriwyn' (10 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Phys.pwr +20 (+5 eff.) Acc +17 (+4 eff.) Apr +8 ----- def ----- Armour +12 Defense +10 (+4 eff.) Fatigue +3% ---------- misc Max.stam +20.00 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +16 Crit +8.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)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 | Bokikalthonik the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +7 Con dps ---------- Spell.pwr +10 (+6 eff.) Dmg.mod +6% arcane Res.pen +20% physical ----- def ----- Phys.save +15 (+5 eff.) ---------- misc Stam/turn +3.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ivyragaba0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +13% mind Acc +10 (+2 eff.) Apr +3 ----- def ----- Resists +2% physical +13% mind +3% nature Blind- +20% Rings make your fingers look great! |
| On fingers | gladiator's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +12% ---------- misc Stam/turn +0.50 Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
| Main armor | Kindlevagrant (6 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +4 Dex +5 Wil +5 Cun dps ---------- Dmg.mod +27% acid Res.pen +10% light ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Crit.chn- 15.00% Mind.save +15 (+5 eff.) ---------- misc Infravis +2 A suit of armour made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Chargevengeance the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +3% lightning +6% physical Res.pen +15% lightning +20% physical Acc +8 (+2 eff.) Apr +10 Melee Ret 8 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +8 Cun +5 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +19% Summoned Stealth +6 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, blight, nature, arcane, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 blight, 5 nature, 5 arcane, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 4; blocks 2; dur 4; cd 17)0.1 rune scroll [Normal] 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 4 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
warrior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +4 Resists +11% blight Rings make your fingers look great! |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +23.00 Disarm- +22% Pinning- +26% Knockbk- +23% Rings make your fingers look great! |
stralite dagger 'Glaresmasher' (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +16 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage While equipped: Stats +3 Wil +6 Mag dps ---------- Dmg.mod +6% light +15% cold ----- def ----- Resists +6% light ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Sharp, short and deadly. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 28 temporal damage and slows enemies in radius 6 of the target by 38% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 10 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
hateful stralite mace of erosion (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Nature/Psionic Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 nature +13 darkness Against +7% Living Blunt and deadly. |
gifted pulsing mindstar of storms (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +3 Mag +3 Wil +5 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) Melee+ 9 lightning Dmg.mod +7% lightning Res.pen +4% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blurring hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +11 (+4 eff.) Fatigue -6% Stealth +6 ---------- misc Max.enc +35 A belt that goes around your waist. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+3 eff.) Stealth +5 A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
Eilineriara the Voidgasher (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +3% darkness +1% physical Die.at -40.00 life Max.HP +50.00 Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Koruziladig the Dourspitter (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Wil +1 Cun +3 Con dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +18% darkness +9% mind Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Mind.save +6 (+2 eff.) ---------- misc Max.psi +30.00 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Gloryth the dwarven-steel gauntlets (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Melee+ 8 fire Dmg.mod +5% fire Melee Ret 2 physical ----- def ----- Armour +2 Defense +10 (+4 eff.) Fatigue +3% Resists +6% temporal +6% darkness +7% fire Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 5 acid Dmg.mod +4% acid +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% acid Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +7 acid +5 arcane On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Dex, 40% Str, 40% Cun 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. |
psychic's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 6 mind Dmg.mod +3% mind Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% mind Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun 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. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +4 (+1 eff.) Apr +7 On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Spell.save +21 (+11 eff.) Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 100% On Hit: * 11% chance to reduce armor by 21% * 10% chance to slow global speed by 50% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 11 temporal Ranged+ 5 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% temporal Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% darkness Unarmed combat: Power 14.5 - 20.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
Brenoruikath the Glintstun (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +2 Wil +9 Con dps ---------- Dmg.mod +18% acid Res.pen +15% light Melee Ret 6 light On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Starwaker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +5% Resists +3% mind ---------- misc Infravis +3 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Toxingasher the iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Dmg.mod +3% nature Res.pen +10% mind ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Crit.chn- 5.00% A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.45 to 133.36 lightning damage (88.91 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Tidesear the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +4 Mag +1 Wil dps ---------- Melee Ret 6 cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% mind Mind.save +10 (+3 eff.) A suit of armour made of leather. |
hardened leather armour 'Eraroddakor' (24 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +3 Dex +2 Wil +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +15% physical ----- def ----- Armour +6 Defense +24 (+8 eff.) Fatigue +8% Die.at -40.00 life Max.HP +50.00 HP.reg +6.00 Heal.mod +16% ---------- misc Max.stam +30.00 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
9 agate0.0 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. |
116 alchemist agate0.0 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. |
7 aquamarine0.0 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. |
7 opal0.0 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
Chillidol the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Cun dps ---------- Dmg.mod +15% light Acc +6 (+1 eff.) ----- def ----- Resists +3% acid +3% fire +3% blight +3% cold +3% nature +6% lightning ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
11 amethyst0.0 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. |
quartz0.0 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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 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. |
12 citrine0.0 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. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Demhands the Thalore Brawler level 24
6th Haze 122nd year of Ascendancy at 19:45 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Demhands the Thalore Brawler level 21
70th Dusk 122nd year of Ascendancy at 20:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Demhands the Thalore Brawler level 19
50th Dusk 122nd year of Ascendancy at 05:27 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Demhands the Thalore Brawler level 19
36th Dusk 122nd year of Ascendancy at 12:57 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Demhands the Thalore Brawler level 10
5th Mirth 122nd year of Ascendancy at 18:12 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Demhands the Thalore Brawler level 20
50th Dusk 122nd year of Ascendancy at 11:11 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Demhands the Thalore Brawler level 19
36th Dusk 122nd year of Ascendancy at 04:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Demhands the Thalore Brawler level 16
29th Dusk 122nd year of Ascendancy at 12:21 see stats
Log
Something misses Demhands.
Demhands misses Something.
Elven cultist fails to use Drain.
Demhands throws two quick punches.
Demhands performs a melee critical strike against Elven cultist!
Demhands hits Elven cultist for (101 flat reduction), 94 physical, (15 flat reduction), 0 light, (101 flat reduction), 287 physical, (101 flat reduction), 42 physical, (15 flat reduction), 0 light, (15 flat reduction), 0 light (423 total damage).
Something hits Demhands for (25 flat reduction), 94 blight (94 total damage).
Decrepitude Disease from Elven cultist hits Demhands for (25 flat reduction), 11 blight (11 total damage).
Elven cultist fails to use Drain.
Demhands performs a melee critical strike against Elven cultist!
Demhands performs a melee critical strike against Elven cultist!
Demhands hits Elven cultist for (101 flat reduction), 189 physical (189 total damage).
Demhands killed Elven cultist!
Demhands is afflicted by a rotting disease!
Something hits Demhands for (25 flat reduction), 31 blight (31 total damage).
Demhands is free from the decrepitude disease.
Rotting Disease from Elven cultist hits Demhands for (25 flat reduction), 18 blight (18 total damage).
Demhands speeds up.
Demhands reacts to damage from Elven cultist's Soul Rot, mitigating the blow!.
Elven cultist's Soul Rot hits Demhands for (25 flat reduction), (36 reacted , -3 stam), 229 blight (229 total damage).
Demhands the level 26 thalore brawler was infected to death by an elven cultist on level 1 of Dark crypt.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist's Soul Rot killed Demhands!
Saving game...
Saving done.

















































































































