
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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. 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 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 29 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted mastocytic feeder at level 19 on the 65th Regrowth 123rd year of Ascendancy at 22:14 0 / 7Killed by blade horror at level 22 on the 47th Pyre 123rd year of Ascendancy at 10:00 Killed by blade horror at level 22 on the 47th Pyre 123rd year of Ascendancy at 11:51 Killed by Grand Corruptor at level 25 on the 68th Pyre 123rd year of Ascendancy at 05:24 Killed by Layossra the skeleton archer at level 26 on the 78th Pyre 123rd year of Ascendancy at 22:04 Killed by luminous horror at level 29 on the 58th Dusk 123rd year of Ascendancy at 10:24 Killed by shootah at level 29 on the 58th Dusk 123rd year of Ascendancy at 10:28 |
Primary Stats
| Strength | 61 (base 44) |
| Dexterity | 82 (base 60) |
| Constitution | 25 (base 18) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 34 (base 17) |
Resources
| Life | 847/847 |
| Stamina | 224/224 |
| Healing Factor | 1.7553846153847 |
| Regeneration | 5.3539230769232 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 38.359308386465 |
| See Invisible | 38.359308386465 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 68 |
| Crit Chance | 11% |
| APR | 14 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +30% |
| Lightning | +15% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 16 (38.536585365854%) |
| Defense | 46 |
| Ranged Defense | 48 |
| Fatigue | 12.669446550417 |
| Physical Save | 45 |
| Spell Save | 19 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Nature | + 48%( 70%) |
| Blight | + 40%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 36%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 7 turns. While Heroism is active, you will only die when reaching -558 life. It will always increase your three highest stats. 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 / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +2. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed sandworm tooth. * You've found the needed vial of greater demon bile. | 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 within4 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | quiver of yew arrows 'Dawnrain' (19/19, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Master/Psionic Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +35 cold +17 bleed +20 light +38 physical On Hit.r1 +12 light On Crit.r2 +8 light +12 cold On Hit: * 10% chance to knock the target back On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +2 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. |
| On head | bladed dwarven-steel helm of dexterity (+3) (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +5 Dex dps ---------- Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 164.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.32 cold and 9.48 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +13% fire Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +26% fire Phys.save +9 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +9 (+4 eff.) Max.HP +57.00 HP.reg +1.00 Heal.mod +11% ---------- misc Psi/ret +0.12 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 135.49 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | nimble hardened leather armour of Eyal (8 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Max.HP +58.00 HP.reg +1.80 Heal.mod +12% A suit of armour made of leather. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous steel amulet of strength (+7)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +4 Str dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Unseen.red 11% Amulets can have magical properties. |
Inventory
movement infusion of the warrior (486% speed; 5 turns)0.1 T2 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 486% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion (+6 for 9 turns, die at -224)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -224 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
acid wave rune (62 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 62.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (77 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 76.84 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. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 222.00 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. |
rogue's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+8 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
Aragar the ash starstaff (17-20.4 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +8% Spell.pwr +10 (+10 eff.) S.pwr/crit +2 Dmg.mod +17% light ----- def ----- Armour +7 Defense +7 (+3 eff.) Resists +2% physical ---------- misc Wards +3 light Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of channeling (25-30 power, 5 apr, fire element)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: dps ---------- Spell.crit +4% Spell.pwr +21 (+16 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 27 cooldown Staves designed for wielders of magic, by the greats of the art. |
blazebringer's dwarven-steel greatmaul (39-58.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +10 fire While equipped: dps ---------- All.spd +4% Res.pen +10% fire Massive two-handed mauls. |
hateful dwarven-steel waraxe (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Psionic Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +5% Living One-handed war axes. |
mighty yew longbow of power4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +15% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
Samymanik the quiver of yew arrows (16/16, 47.5-66.5 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 47.5 - 66.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 16 Proj.spd +200% Ranged+ +24 mind On Crit.r2 +8 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Sparkborn (15/15, 34.5-41.4 power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 15 Ranged+ +16 lightning +13 cold +16 mind On Hit: * 40% chance to daze at end of turn Shots are used with slings to pummel your foes to death. |
steel shield (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
dwarven-steel shield (8 def, 2 armour, 81.5 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
dwarven-steel shield (8 def, 2 armour, 87 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
enlightening stralite plate armour of resilience (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego+] Nature/Psionic While equipped: Stats +7 Cun +5 Wil ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Mind.save +16 (+6 eff.) Max.HP +36.00 A suit of armour made of metal plates. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +12% cold Phys.save +10 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By shootah the Thalore Archer level 28
47th Dusk 123rd year of Ascendancy at 22:09 see stats
Bringer of Doom
Killed a Bringer of Doom.By shootah the Thalore Archer level 25
69th Pyre 123rd year of Ascendancy at 01:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By shootah the Thalore Archer level 12
62nd Dusk 122nd year of Ascendancy at 15:00 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By shootah the Thalore Archer level 18
64th Regrowth 123rd year of Ascendancy at 12:02 see stats
Exterminator
Killed 1000 creatures.By shootah the Thalore Archer level 16
58th Haze 122nd year of Ascendancy at 04:51 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By shootah the Thalore Archer level 28
47th Dusk 123rd year of Ascendancy at 21:32 see stats
Level 10
Got a character to level 10.By shootah the Thalore Archer level 10
4th Dusk 122nd year of Ascendancy at 03:03 see stats
Level 20
Got a character to level 20.By shootah the Thalore Archer level 20
68th Regrowth 123rd year of Ascendancy at 11:32 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By shootah the Thalore Archer level 12
19th Haze 122nd year of Ascendancy at 15:30 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By shootah the Thalore Archer level 28
47th Dusk 123rd year of Ascendancy at 22:09 see stats
That was close
Killed your target while having only 1 life left.By shootah the Thalore Archer level 18
65th Regrowth 123rd year of Ascendancy at 19:48 see stats
The Arena
Unlocked Arena mode.By shootah the Thalore Archer level 10
17th Dusk 122nd year of Ascendancy at 18:19 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By shootah the Thalore Archer level 28
47th Dusk 123rd year of Ascendancy at 22:09 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By shootah the Thalore Archer level 13
30th Haze 122nd year of Ascendancy at 19:19 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By shootah the Thalore Archer level 18
26th Regrowth 123rd year of Ascendancy at 20:10 see stats
The secret city
Discovered the truth about mages.By shootah the Thalore Archer level 14
53rd Haze 122nd year of Ascendancy at 15:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By shootah the Thalore Archer level 26
75th Pyre 123rd year of Ascendancy at 03:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By shootah the Thalore Archer level 16
59th Haze 122nd year of Ascendancy at 03:54 see stats
Log
Luminous horror casts Firebeam.
Luminous horror casts Searing Light.
Luminous horror casts Searing Light.
Ran for 4 turns (stop reason: taken damage).
Luminous horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Radiant horror HEALS from fire damage!
Radiant horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Luminous horror hits Radiant horror for 0 fire, 56 healing (0 total damage) [56 healing].
Lava floor hits Luminous horror for 0 fire, 9 healing (0 total damage) [9 healing].
Radiant horror hits Luminous horror for 0 light, 25 healing (0 total damage) [25 healing].
Luminous horror hits shootah for 77 light damage.
Lava floor hits Luminous horror for 0 fire, 13 healing (0 total damage) [13 healing].
Lava floor hits Luminous horror for 0 fire, 12 healing (0 total damage) [12 healing].
Luminous horror hits Luminous horror for 0 light, 43 healing (0 total damage) [43 healing].
Luminous horror hits Radiant horror for 0 light, 12 healing (0 total damage) [12 healing].
Lava floor hits Radiant horror for 0 fire, 15 healing (0 total damage) [15 healing].
shootah the level 29 thalore archer was jerkied to death by a luminous horror on level 5 of Dreadfell.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Luminous horror killed shootah!
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...


























































































