









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official 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 1.5.10This 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 Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Berserker |
Level / Exp | 31 / 70% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 31 on the 69th Dusk 123rd year of Ascendancy at 00:46 / 1 |
Primary Stats
Strength | 73 (base 43) |
Dexterity | 20 (base 18) |
Constitution | 82 (base 53) |
Magic | 16 (base 10) |
Willpower | 34 (base 20) |
Cunning | 29 (base 21) |
Resources
Life | -31/1311 |
Mana | 0/460 |
Stamina | 54/200 |
Healing Factor | 1.5885714285715 |
Regeneration | 50.78563656824 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
See Stealth | 12 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 134 |
Accuracy | 48 |
Crit Chance | 88% |
APR | 31 |
Speed | 0.91 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Physical | +22% |
Blight | +12% |
Arcane | +24% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Arcane | +35% |
Fire | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 48.335093952971 (48.103448275862%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 19 |
Physical Save | 47 |
Spell Save | 46 |
Mental Save | 59 |
Defense: Resistances
Blight | + 18%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 20%( 70%) |
All | + 13%( 70%) |
Lightning | + 13%( 70%) |
Light | + 34%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 67%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Stun Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.40 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
talent | Precise Strikes |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 9%, life regeneration by 22.51, and stamina regeneration by 4.50. Bloodbath |
detrimental effect | The target is on fire, taking 27.28 fire damage per turn. Burning |
beneficial effect | Increases critical hit chance by 48%. Berserker Rage |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by hummerhorn. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by netherworm mass. Escort: worried loremaster (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Azsmaz. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 172. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +20% arcane Melee Ret 20 darkness ----- def ----- Armour +3 Fatigue +2% Resists +9% darkness +5% arcane Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane +24% fire Res.pen +10% fire Melee Ret 12 arcane ----- def ----- Resists +24% fire Mind.save +9 (+3 eff.) ---------- misc Light +3 See.Stealth +12 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [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 (+4 eff.) Mind.save +12 (+3 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 | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +7 Wil dps ---------- Crit.mult +20.00% Spell.pwr +14 (+7 eff.) Dmg.mod +6% blight ----- def ----- Spell.save +20 (+6 eff.) ---------- misc Max.mana +60.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Mind.crit +3% Dmg.mod +12% light Res.pen +5% nature Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +6 Defense +9 (+4 eff.) Resists +24% light Mind.save +3 (+1 eff.) Heal/summ +20 ---------- misc Telepathy Dragon Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Res.pen +20% light ----- def ----- Mind.save +29 (+8 eff.) HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.hate +2.00 Light +2 Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +6.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% arcane Res.pen +15% arcane ----- def ----- Resists +14% fire +5% arcane +8% cold HP.reg +2.20 Heal.mod +16% A belt that goes around your waist. |
In main hand | ![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | ![]() 1.5 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Wil +4 Mag dps ---------- Melee+ 6 arcane ----- def ----- Armour +5 Resists +4% arcane Mind.save +6 (+2 eff.) Max.HP +40.00 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T4 heavy armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% blight ----- def ----- Armour +26 Defense +14 (+7 eff.) Fatigue +9% Resists +6% blight +24% fire Phys.save +12 (+4 eff.) Mind.save +17 (+5 eff.) ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +2 Mag +2 Wil +2 Con dps ---------- Crit.mult +12.00% Phys.pwr +12 (+3 eff.) Phys.spd +20% Dmg.mod +12% physical Acc +6 (+2 eff.) Apr +11 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 286.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 7. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 158.72 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] 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 unleash a manasurge upon yourself, increasing mana regeneration by 1369% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 60 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 ability. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 14% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit.r1 +9 fire On Hit: * 5% chance to disease Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +14 fire While equipped: dps ---------- All.spd +4% Res.pen +13% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 21% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +12% acid ----- def ----- HP.reg +2.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 insidious poison Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 90% Str, 20% Cun Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+6 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +18 (+9 eff.) Dmg.mod +25% lightning ---------- misc Max.mana +27.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +13.00% Apr +7 One-handed war axes. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +3% physical Max.HP +20.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +13% cold Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +9 Defense +14 (+7 eff.) Fatigue +3% ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +31% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+2 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +16% lightning Mind.save +13 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +9% Resists +26% blight +19% darkness Phys.save +7 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +8 (+2 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +7% blight +10% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.1 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 33 blight damage or heals 45 life. Creatures standing in the retch also have 6% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +7% blight +6% darkness ---------- misc Light +6 Infravis +3 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.1 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 33 blight damage or heals 45 life. Creatures standing in the retch also have 6% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+4 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Melee Ret 13 fire ----- def ----- Resists +8% blight +7% fire +9% darkness ---------- misc Light +3 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.1 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 33 blight damage or heals 45 life. Creatures standing in the retch also have 6% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Power 36.5 - 43.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +16.0% Capacity 14 Ranged+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 totem charm [Ego] Nature Remove up to 4 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azsmaz the Ghoul Berserker level 14
29th Haze 122nd year of Ascendancy at 05:43 see stats
By Azsmaz the Ghoul Berserker level 13
9th Haze 122nd year of Ascendancy at 10:30 see stats
By Azsmaz the Ghoul Berserker level 15
63rd Haze 122nd year of Ascendancy at 12:46 see stats
By Azsmaz the Ghoul Berserker level 26
15th Dusk 123rd year of Ascendancy at 22:52 see stats
By Azsmaz the Ghoul Berserker level 28
34th Dusk 123rd year of Ascendancy at 08:50 see stats
By Azsmaz the Ghoul Berserker level 22
26th Pyre 123rd year of Ascendancy at 11:47 see stats
By Azsmaz the Ghoul Berserker level 10
36th Dusk 122nd year of Ascendancy at 09:43 see stats
By Azsmaz the Ghoul Berserker level 20
50th Regrowth 123rd year of Ascendancy at 01:37 see stats
By Azsmaz the Ghoul Berserker level 30
63rd Dusk 123rd year of Ascendancy at 15:48 see stats
By Azsmaz the Ghoul Berserker level 15
46th Haze 122nd year of Ascendancy at 05:19 see stats
By Azsmaz the Ghoul Berserker level 26
14th Dusk 123rd year of Ascendancy at 23:56 see stats
By Azsmaz the Ghoul Berserker level 23
63rd Pyre 123rd year of Ascendancy at 02:51 see stats
By Azsmaz the Ghoul Berserker level 10
51st Dusk 122nd year of Ascendancy at 20:20 see stats
By Azsmaz the Ghoul Berserker level 28
34th Dusk 123rd year of Ascendancy at 23:56 see stats
By Azsmaz the Ghoul Berserker level 26
1st Mirth 123rd year of Ascendancy at 04:37 see stats
By Azsmaz the Ghoul Berserker level 23
56th Pyre 123rd year of Ascendancy at 15:55 see stats
By Azsmaz the Ghoul Berserker level 23
63rd Pyre 123rd year of Ascendancy at 16:03 see stats
By Azsmaz the Ghoul Berserker level 16
66th Haze 122nd year of Ascendancy at 16:59 see stats
By Azsmaz the Ghoul Berserker level 30
67th Dusk 123rd year of Ascendancy at 10:01 see stats
By Azsmaz the Ghoul Berserker level 31
68th Dusk 123rd year of Ascendancy at 20:26 see stats
Log
Xanitta the blade horror wanders around!.
Skeleton warrior wanders around!.
Burning from Skeleton magus hits Azsmaz for 6 fire damage.
Skeleton magus is confused and fails to use Attack.
Skeleton warrior uses Stunning Blow.
Azsmaz resists the stunning blow!
Skeleton warrior hits Azsmaz for 152 physical damage.
Azsmaz hits Skeleton warrior for 15 arcane, 20 darkness (35 total damage).
Azsmaz performs a melee critical strike against Skeleton magus!
Skeleton magus is not dazed anymore.
You collect a new ingredient: skeleton mage skull (1).
Azsmaz hits Skeleton magus for 465 physical, 55 light, 49 darkness (569 total damage).
Azsmaz killed Skeleton magus!
Talent Rune: Teleportation is ready to use.
Burning from Skeleton magus hits Azsmaz for 11 fire damage.
Skeleton archer shoots!
Skeleton warrior hits Azsmaz for 90 physical damage.
Azsmaz hits Skeleton warrior for 15 arcane, 20 darkness (35 total damage).
Azsmaz shrugs off the effect 'Armor Corroded'!
Skeleton archer's Shoot hits Azsmaz for 109 physical, 24 nature, 7 light (140 total damage).
Xanitta the blade horror seems more focused.
Xanitta the blade horror has recovered!
Azsmaz casts Rune: Teleportation.
Talent Shattering Blow is ready to use.
Burning from Skeleton magus hits Azsmaz for 11 fire damage.
Luminous horror casts Searing Light.
Luminous horror hits Azsmaz for 73 light damage.
Saving game...