










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 Ashes of Urh'Rok 1.7.4Official Expansion!Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 15 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Borgumtim the halfling at level 13 on the 43rd Dusk 122nd year of Ascendancy at 19:41 0 / 6Killed by Riman the halfling at level 13 on the 43rd Dusk 122nd year of Ascendancy at 19:53 Killed by giant venus flytrap at level 13 on the 51st Dusk 122nd year of Ascendancy at 04:32 Killed by Walrog at level 15 on the 55th Dusk 122nd year of Ascendancy at 06:25 Killed by Walrog at level 15 on the 55th Dusk 122nd year of Ascendancy at 06:43 Killed by Walrog at level 15 on the 55th Dusk 122nd year of Ascendancy at 07:30 |
Primary Stats
| Strength | 54 (base 31) |
| Dexterity | 44 (base 19) |
| Constitution | 38 (base 32) |
| Magic | 17 (base 12) |
| Willpower | 10 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -34/619 |
| Stamina | 11/152 |
| Healing Factor | 1.4202122670884 |
| Regeneration | 8.8923705532605 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Physical | +3% |
| Cold | +9% |
| All | 0% |
| Darkness | +15% |
| Light | +22% |
| Temporal | +9% |
| Mind | +3% |
| Fire | +12% |
| Nature | +3% |
Offense: Damage Penetration
| Arcane | +15% |
| Mind | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 29.413408721348 (65.897138898113%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 18 |
| Physical Save | 33 |
| Spell Save | 46 |
| Mental Save | 28 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 11%( 70%) |
| Blight | + 15%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 30%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Silence Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| 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 186 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by black mamba. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Velith. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of bone giant dust. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Dourhash (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% mind Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +3% darkness HP.reg +1.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Gloomraven (17/17, 13-18 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 13.0 - 18.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +8 nature On Crit.r2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 10% * 10% chance to reduce all saves and defense by 12 Arrows are used with bows to pierce your foes to death. |
| 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.(50 power, based on Willpower). Uses 10 power out of 8/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Zanolen the Woeswift (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.crit +3% Dmg.mod +9% darkness ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% ---------- misc Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel torque of mindblast 'Elireth' [power 215] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% blight +9% temporal Melee Ret 4 blight 4 temporal Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hailkiss0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +9% cold +3% nature +12% fire Res.pen +5% cold Melee Ret 2 cold ----- def ----- Resists +24% fire Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
| On fingers | copper ring 'Polobeth'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% physical Res.pen +15% arcane Apr +3 ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | Lightfoe1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+3 eff.) Dmg.mod +12% light ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +9% nature Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Confus- +10% A belt that goes around your waist. |
| In main hand | chilling dwarven-steel greatsword of amnesia (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Psionic Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 cold On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Massive two-handed swords. |
| On hands | Camegund (5 def, 2 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +7% blight +3% lightning Spell.save +12 (+4 eff.) Max.HP +80.00 Disarm- +10% ---------- misc Max.stam +10.00 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. |
| Main armor | impenetrable iron mail armour of clarity (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Resists +5% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
| Cloak | Beiregogar (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Crit.mult +15.00% Acc +5 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+5 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. |
| Around neck | steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 126; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 53; dur 3; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 53 damage for 3 turns. 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 |
teleportation rune of the titan (range 58; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
warrior's copper amulet of mastery (0.10 Technique / Combat techniques)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.10 Technique/Combat techniques Amulets make your neck look great! |
copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Duatheljeer of the Blightspawn (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +12 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats -10 Str +10 Wil dps ---------- Phys.crit +5.0% Dmg.mod +9% light Res.pen +5% lightning +5% light Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +29% Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic stralite greatmaul of massacre (62-93 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 62.0 - 93.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
flaming iron greatmaul of massacre (26-38 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
acidic iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
arcing steel greatsword of daylight (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 light Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
iron greatsword (18-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
iron longsword of paradox (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +5% temporal Sharp, long, and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 205.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.40 cold damage and 3.22 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
balanced blue-steel trident (22-36 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Resists +5% light +5% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +20% Confus- +20% Stun/Frz- +20% A pair of boots made of leather. |
alchemist's iron gauntlets of archery (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun dps ---------- Melee+ 4 acid 4 fire 3 cold 4 lightning Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
dwarven-steel gauntlets 'Stormpython' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +10 (+6 eff.) Melee+ 10 darkness Dmg.mod +6% lightning +3% darkness +3% light Res.pen +5% mind +10% lightning ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.12 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. |
naturalist's voratun gauntlets of strength (+4) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 13 nature Dmg.mod +4% nature ----- def ----- Armour +3 Fatigue +5% Resists +7% nature 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. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 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. |
temporal rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 4 arcane 5 temporal Ranged+ 5 temporal Dmg.mod +3% arcane +4% temporal ----- def ----- Armour +1 Resists +4% arcane +5% temporal 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. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing reinforced leather armour of clarity (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +14% blight +11% nature +6% mind Mind.save +14 (+7 eff.) A suit of armour made of leather. |
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. |
104 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. |
6 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- 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. |
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. |
ash totem of summon tentacle [power 155] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 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: 163 Armor: 2 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
6 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. |
6 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. |
5 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
Log
Burning from Walrog hits Velith for (21 absorbed), 0 fire (0 total damage).
Velith brandishes her Summertide Phial and banishes all shadows!
Walrog misses Velith.
Velith stops burning.
Velith uses Fearless Cleave.
Walrog has temporarily forgotten Heat for 2 turns!
Walrog HEALS from cold damage!
Velith hits Walrog for 136 physical, 7 cold, 4 healing, 18 light (162 total damage) [4 healing].
Walrog casts Freeze.
Your shield crumbles under the damage!
The shield around Velith crumbles.
Velith is encased in ice!
Walrog hits Velith for (16 absorbed), 131 cold (131 total damage).
Melee retaliation hits Iceblock for 4 temporal, 4 blight, 8 mind, 3 cold (16 total damage).
Velith hits Iceblock for 94 physical, 13 cold (105 total damage).
Walrog casts Tidal Wave.
A wave of icy water erupts from the ground!
Walrog is not stunned anymore.
Velith resists the wave!
Walrog's cold repulsion area effect hits Velith for (0 to ice), 37 cold, (0 to ice), 29 physical (65 total damage).
Melee retaliation hits Iceblock for 5 temporal, 5 blight, 5 mind, 3 cold (15 total damage).
Velith hits Iceblock for 128 physical, 15 cold (142 total damage).
Velith resists!
Melee retaliation hits Iceblock for 5 temporal, 5 blight, 5 mind, 3 cold (15 total damage).
Walrog hits Velith for (0 to ice), 36 cold (36 total damage).
Walrog's cold repulsion area effect hits Velith for (0 to ice), 37 cold (37 total damage).
Velith the level 15 skeleton berserker was cooled to death by Walrog on level 2 of Lake of Nur.



























































































