












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.6.0This 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 1.6.0Official 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:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 26 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Layodhenor the carrion worm mass at level 20 on the 35th Profit 122nd year of Ascendancy at 02:37 2 / 4Killed by Voruvea the white wolf at level 20 on the 40th Profit 122nd year of Ascendancy at 10:42 Killed by Urkis, the High Tempest at level 23 on the 13rd Shortage 122nd year of Ascendancy at 23:26 Killed by ritch flamespitter at level 24 on the 2nd Iron 123rd year of Ascendancy at 10:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 69 (base 57) |
| Dexterity | 32 (base 27) |
| Constitution | 47 (base 33) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 13) |
| Cunning | 18 (base 10) |
Resources
| Life | 1147/1147 |
| Stamina | 170/170 |
| Healing Factor | 1.8757603686636 |
| Regeneration | 38.005337594819 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 29.155423598945 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 48 |
| Crit Chance | 10% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +27% |
| Nature | +8% |
| Blight | +5% |
| Physical | +11% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Mind | +18% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 76.606731055295 (93.924050632911%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 35 |
| Physical Save | 48 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Nature | + 45%( 70%) |
| Blight | + 25%( 70%) |
| Fire | + 15%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Bleed Resistance | 40% |
| Teleport Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 66% |
| Poison Resistance | 20% |
| Knockback Resistance | 97% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 6 turns. While Heroism is active, you will only die when reaching -487 life. The duration and life will increase by 1% for every 1% life you have lost (currently 487 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of bone giant dust. * You've found the needed storm wyrm claw. 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 snow giant kidney. * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Gligama the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +3% physical ----- def ----- Phys.save +7 (+2 eff.) Die.at -80.00 life Heal.mod +10% ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Adossra the Daysweep (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +4 Mag +3 Con dps ---------- Dmg.mod +27% light ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +3 See.Invis +9 A cap made of leather. |
| On hands | steady voratun gauntlets of dexterity (+2) (0 def, 3 armour)1.5 T4 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +21 (+7 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +57.00 HP.reg +9.00 Heal.mod +10% Rings can have magical properties. |
| 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 (+2 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. |
| Around neck | cleansing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +12% nature +12% blight Heal.mod +11% Poison- +20% Disease- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | warbringer's dwarven-steel longsword of shearing (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +8% all +7% physical Acc +11 (+3 eff.) Apr +8 ----- def ----- Disarm- +18% Sharp, long, and deadly. |
| 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 off hand | Scorchpanic (0 def, 10 armour, 100% power, 101.5 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +102 Melee+ +12 mind +16 fire On Crit.r2 +16 mind +20 fire While equipped: Stats +4 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +10 Fatigue +8% Phys.save +9 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Radhandil (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Spell.save +6 (+3 eff.) Max.HP +32.00 Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening iron plate armour of Eyal (0 def, 7 armour)17.0 T1 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +7 Fatigue +22% Mind.save +11 (+6 eff.) Max.HP +25.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of metal plates. |
Inventory
regeneration infusion of the psychic (heal 195; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sulfurobsidian0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 41% ---------- misc Max.hate +4.00 Amulets can have magical properties. |
savior's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +13 (+4 eff.) Spell.save +18 (+9 eff.) Mind.save +14 (+7 eff.) Amulets can have magical properties. |
Cracklesmash the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning Melee Ret 2 acid ----- def ----- Resists +6% nature Phys.save +6 (+2 eff.) Rings can have magical properties. |
Woenull0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +6% mind Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +20.00 Disarm- +25% Pinning- +22% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
iron longsword (105% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword 'Niratir' (104% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% acid +3% mind ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
steel longsword 'Saliriamira' (108% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +8 acid While equipped: Stats +2 Wil +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% all +8% physical Acc +6 (+2 eff.) Apr +6 ----- def ----- Disarm- +12% ---------- misc See.Invis +3 Sharp, long, and deadly. |
hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +34.00 Slings are used to hurl stones or metal shots at your foes. |
Barkslicer the iron waraxe (105% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature Against +5% Unnatural On Hit: * 10% chance to slow global speed by 41% While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% fire Spell.save +3 (+2 eff.) One-handed war axes. |
steel waraxe 'Starire' (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 light On Hit.r1 +16 lightning On Crit.r2 +6 acid +18 nature +8 lightning While equipped: dps ---------- Dmg.mod +6% light Res.pen +9% acid +8% nature +20% light Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 16 One-handed war axes. |
Daimadunik the Torchfame (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% mind Melee Ret 4 mind 6 fire ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +3% mind +9% light Spell.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethelrann (5 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +6% light Disarm- +10% ---------- misc Size +1 A pair of boots made of leather. |
Brenugrim the Haillord (0 def, 4 armour, 100% power, 42.5 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 Melee+ +20 cold On Crit.r2 +12 acid On Hit: * 10% chance to reduce armor by 11% While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +15% cold ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
2 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. |
195 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Betylera the Noonlord2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% light ----- def ----- Resists +3% light Teleport- +20% ---------- misc Light +5 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 344/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blazebane the elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 2 blight ----- def ----- Resists +12% light Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Tankein mies the Dwarf Bulwark level 20
30th Profit 122nd year of Ascendancy at 04:58 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Tankein mies the Dwarf Bulwark level 24
2nd Iron 123rd year of Ascendancy at 01:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Tankein mies the Dwarf Bulwark level 23
22nd Wealth 122nd year of Ascendancy at 05:08 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tankein mies the Dwarf Bulwark level 24
18th Shortage 122nd year of Ascendancy at 07:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tankein mies the Dwarf Bulwark level 10
30th Voratun 122nd year of Ascendancy at 23:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tankein mies the Dwarf Bulwark level 20
24th Profit 122nd year of Ascendancy at 11:16 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tankein mies the Dwarf Bulwark level 23
30th Dearth 122nd year of Ascendancy at 09:14 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Tankein mies the Dwarf Bulwark level 5
17th Voratun 122nd year of Ascendancy at 10:21 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Tankein mies the Dwarf Bulwark level 24
2nd Iron 123rd year of Ascendancy at 05:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tankein mies the Dwarf Bulwark level 8
28th Voratun 122nd year of Ascendancy at 09:53 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Tankein mies the Dwarf Bulwark level 20
40th Profit 122nd year of Ascendancy at 13:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tankein mies the Dwarf Bulwark level 23
45th Profit 122nd year of Ascendancy at 05:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tankein mies the Dwarf Bulwark level 15
1st Profit 122nd year of Ascendancy at 18:47 see stats
Log
Today is the 14th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Today is the 15th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 16th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 17th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 18th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 19th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:35.
Today is the 20th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
You don't see how to get there...
Today is the 21st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
Today is the 22nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 23rd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 24th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:01.
Today is the 25th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 26th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Tankein mies deactivates Daunting Presence.
Tankein mies deactivates Shield Wall.





























































































