










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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! 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 | Insane Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 23 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Cyryssra the thief at level 11 on the 6th Mirth 122nd year of Ascendancy at 13:24 0 / 6Killed by Zardihro the shalore at level 19 on the 36th Dusk 122nd year of Ascendancy at 22:34 Killed by Polath the gigantic corrosive tunneler at level 20 on the 37th Dusk 122nd year of Ascendancy at 11:17 Killed by Areta the snow giant at level 21 on the 48th Dusk 122nd year of Ascendancy at 11:34 Killed by Eledawe the bandit at level 22 on the 55th Dusk 122nd year of Ascendancy at 18:15 Killed by Rantha the Worm at level 23 on the 58th Dusk 122nd year of Ascendancy at 07:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 53) |
| Dexterity | 21 (base 11) |
| Constitution | 61 (base 47) |
| Magic | 8 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -317/927 |
| Stamina | 79/178 |
| Equilibrium | 0 |
| Healing Factor | 1.5849470706755 |
| Regeneration | 6.7360250503706 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 48 |
| Crit Chance | 18% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Light | +33% |
| Mind | +9% |
| Blight | +3% |
| Arcane | +6% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +21% |
| Light | +10% |
| Physical | +12% |
| Mind | +5% |
| Nature | +13% |
Defense: Base
| Armour (hardiness) | 49.292304923968 (87.807182003187%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 19 |
| Physical Save | 54 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 15%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 29%( 70%) |
| Darkness | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 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
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You failed to protect the lone alchemist from death by war hound. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Eilinyba the thief. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within7 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Max.HP +47.00 Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 (+6 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 | steel torque of gale force 'Halumnir' [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Dex +2 Cun +5 Con ----- def ----- Disarm- +20% Pinning- +10% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 197 physical damage Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Silatha the Flashsquall0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% light +3% blight Res.pen +5% light ----- def ----- Defense +6 (+3 eff.) Resists +6% blight +3% darkness ---------- misc Light +3 Rings make your fingers look great! |
| Around waist | rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
| In main hand | Ivariada (44-67 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 blight On Crit.r2 +27 acid +19 nature While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +6% arcane Res.pen +21% acid +12% physical +13% nature Acc +13 (+4 eff.) Apr +17 ----- def ----- Resists +3% temporal Massive two-handed battleaxes. |
| On hands | Morningwisp the dwarven-steel gauntlets (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +6% physical +6% light +9% mind Res.pen +5% mind +5% light On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Armour +8 Fatigue +3% Resists +3% light ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Glaredare the dwarven-steel mail armour (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +15% light On Hit (Melee): * 20% chance to reduce all saves and defense by 11 ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +6% Resists +6% mind Phys.save +10 (+4 eff.) Mind.save +13 (+6 eff.) Max.HP +28.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of mail. |
| Cloak | linen cloak 'Cyrudabeth' (11 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +11 (+5 eff.) Resists +9% lightning Phys.save +15 (+5 eff.) Max.HP +33.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glimmerblood the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +3% lightning +5% arcane +12% light Phys.save +9 (+3 eff.) Unseen.red 11% Max.HP +60.00 Pinning- +20% Amulets make your neck look great! |
Inventory
movement infusion (speed 521%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 7; phase 14; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Baraldil0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +1 Mag dps ---------- Phasing +10% ----- def ----- Resists +12% mind Pinning- +10% ---------- misc Mana/turn +0.08 Max.mana +40.00 Amulets make your neck look great! |
Lelakan0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Resists +6% lightning +3% light +5% arcane Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
wanderer's steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
titan's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Heatsin (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 nature While equipped: ----- def ----- Armour +4 Resists +18% cold +6% fire Crit.chn- 15.00% Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
iron battleaxe of massacre (26-38 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
voratun battleaxe of phasing (56-85 power, 31 apr)3.0 T5 battleaxe 2H weapon [Ego] Arcane Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +31 Crit +8.0% Atk.spd 100% Phasing +16% Massive two-handed battleaxes. |
Adonor the Morningrain (16-23 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 blight On Hit.r1 +20 acid On Hit: 20% Epidemic 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% light ----- def ----- Resists +18% light Disease- +18% Massive two-handed mauls. |
Blazewind the steel greatsword (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 mind On Hit.r1 +16 light +8 acid On Hit: * 28% chance to reduce all saves and defense by 11 While equipped: Stats +5 Cun +3 Wil dps ---------- Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 13% ---------- misc Light +3 Massive two-handed swords. |
Chillrebel the dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +20 cold On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +2 Dex dps ---------- Melee Ret 4 cold ----- def ----- Resists +12% mind ---------- misc Light +3 Massive two-handed swords. |
Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
warbringer's dwarven-steel greatsword of enduring (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +16 Con +16 Wil dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical ----- def ----- Max.HP +14.00 Disarm- +14% Massive two-handed swords. |
Zubedhema (32-46 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Curse of Vulnerability 3 On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind +3% physical Res.pen +10% physical ----- def ----- Defense +10 (+5 eff.) Disease- +16% Sharp, long, and deadly. |
chilling steel longsword of massacre (21-29 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 cold Sharp, long, and deadly. |
truestriking steel longsword of evisceration (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) Res.pen +6% physical Acc +7 (+2 eff.) Apr +7 Sharp, long, and deadly. |
cruel ash starstaff of might (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +13.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% physical ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 45.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
truestriking stralite waraxe of the mystic (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) Res.pen +7% physical Acc +12 (+4 eff.) Apr +6 One-handed war axes. |
warbringer's iron waraxe of corruption (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego++] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Death 1 While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +6% physical ----- def ----- Disarm- +11% One-handed war axes. |
Mighty Girdle1.0 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. |
Morbusslice1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% nature +3% cold Melee Ret 4 nature ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
linen cloak 'Chamoregobers' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Max.HP +30.00 HP.reg +4.00 Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven cashmere robe of darkness (+30%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +30% darkness +11% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tidecutter the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +5 Fatigue -3% Resists +9% cold Crit.chn- 5.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belona (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +3% nature HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisorawyn the Dimsever (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane Res.pen +20% mind Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 11 ----- def ----- Armour +2 Resists +9% lightning +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
iron helm 'Boltjeer' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +3 Dex +2 Wil +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +6 Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 375.5 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% light +11% darkness A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
steel plate armour 'Sleetwish' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +12% cold Res.pen +15% mind Melee Ret 6 darkness 4 cold ----- def ----- Armour +9 Fatigue +22% Resists +9% cold +7% physical Phys.save +14 (+5 eff.) A suit of armour made of metal plates. |
4 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. |
183 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. |
onyx0.0 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Cystqueller' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature Apr +6 Melee Ret 4 light ----- def ----- Resists +9% lightning +3% darkness +6% mind Spell.save +3 (+1 eff.) Mind.save +9 (+4 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. |
3 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 (+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. |
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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
soothing ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 315 Base Damage: 145 Armor: 0 All Resist: 10 Puts all charms on 25 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Brenoyarath the Swamphunt [power 128] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Mag +4 Con dps ---------- Dmg.mod +12% nature +6% mind Res.pen +20% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 11 ---------- misc Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 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. |
3 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. |
2 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! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Sandorbo the Thalore Berserker level 21
52nd Dusk 122nd year of Ascendancy at 07:14 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sandorbo the Thalore Berserker level 16
13rd Dusk 122nd year of Ascendancy at 03:02 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Sandorbo the Thalore Berserker level 21
48th Dusk 122nd year of Ascendancy at 15:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sandorbo the Thalore Berserker level 10
3rd Mirth 122nd year of Ascendancy at 23:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sandorbo the Thalore Berserker level 20
36th Dusk 122nd year of Ascendancy at 23:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sandorbo the Thalore Berserker level 15
8th Flare 122nd year of Ascendancy at 11:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sandorbo the Thalore Berserker level 10
4th Mirth 122nd year of Ascendancy at 14:59 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sandorbo the Thalore Berserker level 22
56th Dusk 122nd year of Ascendancy at 16:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sandorbo the Thalore Berserker level 17
20th Dusk 122nd year of Ascendancy at 06:08 see stats
Log
Deep Wound from Zubara the rogue sapper hits Sandorbo for 39 physical damage.
Sandorbo uses Blinding Speed.
Sandorbo speeds up.
Sandorbo resists the effect 'Off-balance'!
Talent Death Dance is ready to use.
Sandorbo HEALS from acid damage!
Acid Splash from Zubara the rogue sapper hits Sandorbo for 3 acid damage.
Something hits Sandorbo for 135 physical damage.
Deep Wound from Zubara the rogue sapper hits Sandorbo for 39 physical damage.
Sandorbo uses Infusion: Regeneration.
Sandorbo starts regenerating health quickly.
Something shoves Something aside.
Sandorbo is poisoned!
Sandorbo HEALS from nature damage!
Sandorbo HEALS from acid damage!
Acid Splash from Zubara the rogue sapper hits Sandorbo for 3 acid damage.
Insidious Poison from Zubara the rogue sapper hits Sandorbo for 39 nature, 6 healing (39 total damage) [6 healing].
Something receives 53 healing.
Something hits Sandorbo for 39 nature, 11 healing (39 total damage) [11 healing].
Deep Wound from Zubara the rogue sapper hits Sandorbo for 39 physical damage.
Rantha the Worm's morale has been lowered.
Sandorbo uses Warshout.
Rantha the Worm wanders around!
Rantha the Worm breathes ice!
Sandorbo shrugs off the effect 'Frozen'!
Rantha the Worm hits Sandorbo for 385 cold damage.
Sandorbo the level 23 thalore berserker was iced to death by Rantha the Worm and fed to the hatchlings on level 4 of Daikara.










































































































