











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Worms Don't Walk 1.3.0Prevents worms that walk from being spawned. 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:
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Archer |
| Level / Exp | 28 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Isegamina the greater telugoroth at level 24 on the 8th Regrowth 123rd year of Ascendancy at 21:35 1 / 6Killed by Emelinne the ultimate telugoroth at level 24 on the 8th Regrowth 123rd year of Ascendancy at 23:29 Killed by Grand Corruptor at level 25 on the 29th Regrowth 123rd year of Ascendancy at 01:10 Killed by scourge drake at level 27 on the 26th Pyre 123rd year of Ascendancy at 19:53 Killed by Isemina the master vampire at level 28 on the 32nd Pyre 123rd year of Ascendancy at 21:50 Killed by Fiery Rzodkiew at level 28 on the 32nd Pyre 123rd year of Ascendancy at 21:54 |
Primary Stats
| Strength | 52 (base 43) |
| Dexterity | 80 (base 60) |
| Constitution | 17 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 23 (base 19) |
Resources
| Life | 586/586 |
| Stamina | 249/249 |
| Healing Factor | 1.362941519274 |
| Regeneration | 9.8813260147362 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -56.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 23.074207531484 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 59 |
| Crit Chance | 11% |
| APR | 15 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +13% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 29 |
| Mental Save | 35 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Acid | + 11%( 70%) |
| Light | + 45%( 70%) |
| Nature | + 10%( 70%) |
| Cold | + 19%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 60% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 354 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 477% 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. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -566 life. The duration and life will increase by 1% for every 1% life you have lost (currently 566 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Norgos Lair. Escort: lone alchemist (level 1 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Salyldamina the wolf. Escort: temporal explorer (level 1 of Trollmire) | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Daikara and vanquished the huge fire 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. The fortress's current energy level is: 8. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsUngrol 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 orc heart. * 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! | active |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -5% Max.HP +30.00 ---------- misc Stam/turn +0.70 Max.stam +19.00 A pair of boots made of leather. |
| Quiver | Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 50% Str, 20% Mag, 60% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. This item has been sent to the Item's Vault. |
| 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.(75 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Glitterwreath' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil ----- def ----- Armour +4 Fatigue +4% Resists +15% light Crit.dmg- 5.00% ---------- misc Stam/ret +1.70 Equi/ret +1.80 Light +3 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elven-wood totem of healing [power 338] (4/9 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | savage's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+6 eff.) HP.reg +4.00 Stun/Frz- +25% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman 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 (+3 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. |
| On hands | Isona (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Spell.save +12 (+6 eff.) Max.HP +40.00 Confus- +10% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% 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 | Layeldatira (43 def, 11 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Dex +1 Mag +2 Wil +4 Cun +1 Con dps ---------- Mind.pwr +10 (+5 eff.) Mov.spd +20% ----- def ----- Armour +11 Defense +43 (+11 eff.) Fatigue +8% Resists +11% acid +5% physical +8% cold +16% lightning +15% fire Mind.save +20 (+8 eff.) A suit of armour made of leather. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
Inventory
regeneration infusion of the duelist (heal 333; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Daybliss0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% light Melee Ret 4 light ----- def ----- Resists +3% lightning Mind.save +6 (+3 eff.) Confus- +24% Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +24% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
solipsist's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
yew starstaff of wizardry (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane 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: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+10 eff.) Dmg.mod +20% darkness ---------- misc Max.mana +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Twilight's Edge (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+9 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
runic hardened leather sling4.0 T3 sling 1H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: 10% Arcane Vortex 3 While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+6 eff.) Dmg.mod +7% arcane Slings are used to hurl stones or metal shots at your foes. |
mighty steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Steampwr +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Glorodhethra the Cleansegash (14/14, 34-48 power, 13 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master Power 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +15.5% Capacity 14 Proj.spd +200% Ranged+ +8 nature On Hit.r1 +12 mind On Crit.r2 +8 mind On Hit: * 10% chance to slow global speed by 45% * 20% chance to create vines that bind the target to the ground dealing 109 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
chilling quiver of elven-wood arrows of crippling (19/19, 42-59 power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane/Master Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 19 Ranged+ +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots of corruption (9/20, 28-34 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 On Hit: 20% Curse of Vulnerability 3 Shots are used with slings to pummel your foes to death. |
Wind Worn Shot (20/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
flaming steel shield of cold resistance (+17%) (0 def, 4 armour, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+9 eff.) Dmg.mod +12% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% mind Mind.save +12 (+6 eff.) A suit of armour made of leather. |
radiant stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +19% blight +22% darkness +6% mind Mind.save +14 (+6 eff.) ---------- misc Light +2 A suit of armour made of mail. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
pair of rough leather boots 'Zanylin' (10 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +11% lightning +6% temporal Phys.save +9 (+4 eff.) Spell.save +3 (+1 eff.) Heal.mod +5% A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
temporal hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 temporal Ranged+ 5 temporal Dmg.mod +3% temporal Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +7% 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. |
11 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
11 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. |
9 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. |
13 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. |
18 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
16 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. |
3 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2022 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2021/2022 A set of 2022 tiny explosive spheres. |
76 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
iron torque of clear mind 'Shineumbra' [power 1] (4/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +3% fire ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 230] (4/9 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Fiery Rzodkiew the Doomelf Archer level 22
60th Haze 122nd year of Ascendancy at 00:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Fiery Rzodkiew the Doomelf Archer level 15
51st Dusk 122nd year of Ascendancy at 20:08 see stats
Exterminator
Killed 1000 creatures.By Fiery Rzodkiew the Doomelf Archer level 18
30th Haze 122nd year of Ascendancy at 07:22 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fiery Rzodkiew the Doomelf Archer level 24
10th Decay 122nd year of Ascendancy at 00:46 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Fiery Rzodkiew the Doomelf Archer level 5
77th Pyre 122nd year of Ascendancy at 10:07 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fiery Rzodkiew the Doomelf Archer level 27
50th Regrowth 123rd year of Ascendancy at 03:09 see stats
Level 10
Got a character to level 10.By Fiery Rzodkiew the Doomelf Archer level 10
8th Flare 122nd year of Ascendancy at 08:59 see stats
Level 20
Got a character to level 20.By Fiery Rzodkiew the Doomelf Archer level 20
38th Haze 122nd year of Ascendancy at 09:08 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Fiery Rzodkiew the Doomelf Archer level 19
32nd Haze 122nd year of Ascendancy at 00:17 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Fiery Rzodkiew the Doomelf Archer level 22
45th Haze 122nd year of Ascendancy at 08:21 see stats
Size matters
Did over 600 damage in one attack.By Fiery Rzodkiew the Doomelf Archer level 25
23rd Regrowth 123rd year of Ascendancy at 13:29 see stats
That was close
Killed your target while having only 1 life left.By Fiery Rzodkiew the Doomelf Archer level 24
5th Allure 123rd year of Ascendancy at 16:09 see stats
The Arena
Unlocked Arena mode.By Fiery Rzodkiew the Doomelf Archer level 11
10th Flare 122nd year of Ascendancy at 02:25 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fiery Rzodkiew the Doomelf Archer level 24
5th Allure 123rd year of Ascendancy at 16:09 see stats
The secret city
Discovered the truth about mages.By Fiery Rzodkiew the Doomelf Archer level 16
23rd Haze 122nd year of Ascendancy at 21:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fiery Rzodkiew the Doomelf Archer level 20
38th Haze 122nd year of Ascendancy at 14:56 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Fiery Rzodkiew the Doomelf Archer level 28
32nd Pyre 123rd year of Ascendancy at 21:54 see stats
Log
Isemina the master vampire's Volcano hits Fiery Rzodkiew for 62 fire, 81 physical (142 total damage).
Fiery Rzodkiew stops bleeding.
Explosive Saw from Isemina the master vampire hits Fiery Rzodkiew for 49 physical damage.
Isemina the master vampire receives 13 healing from Eternal Night.
Isemina the master vampire misses Fiery Rzodkiew.
Isemina the master vampire misses Fiery Rzodkiew.
Fiery Rzodkiew uses Evasion.
Fiery Rzodkiew tries to evade attacks.
You are unable to move!
Isemina the master vampire's Volcano hits Fiery Rzodkiew for 62 fire, 81 physical (142 total damage).
Talent Steady Shot is ready to use.
Explosive Saw from Isemina the master vampire hits Fiery Rzodkiew for 49 physical damage.
Isemina the master vampire receives 13 healing from Eternal Night.
Isemina the master vampire misses Fiery Rzodkiew.
Isemina the master vampire misses Fiery Rzodkiew.
Isemina the master vampire's Volcano hits Fiery Rzodkiew for 62 fire, 81 physical (142 total damage).
Fiery Rzodkiew the level 28 doomelf archer was struck to death by Isemina the master vampire on level 2 of Last Hope Graveyard.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Isemina the master vampire's Volcano killed Fiery Rzodkiew!
Saving game...
Talent Volley is ready to use.
Talent Disengage is ready to use.
Talent Shadow Shot is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!















































































































