









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 1.7.4Official 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 Semi-Roguelike (mild) |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 27 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Beluthra the ghoul at level 25 on the 7th Regrowth 123rd year of Ascendancy at 21:17 0 / 3Killed by elven blood mage at level 26 on the 56th Regrowth 123rd year of Ascendancy at 13:20 Killed by Bethimina the Guardian at level 27 on the 5th Pyre 123rd year of Ascendancy at 09:39 |
Primary Stats
| Strength | 36 (base 14) |
| Dexterity | 67 (base 58) |
| Constitution | 36 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 73 (base 51) |
Resources
| Life | -75/755 |
| Stamina | 227/260 |
| Healing Factor | 1.2979202340232 |
| Regeneration | 0.32448005850581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 39.511629553598 |
| See Invisible | 39.511629553598 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 80 |
| Accuracy | 50 |
| Crit Chance | 29% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +10% |
| Darkness | +10% |
| Mind | +3% |
| Lightning | +24% |
| Fire | +29% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Acid | +5% |
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 22.5 (43.579428603723%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 14 |
| Physical Save | 35 |
| Spell Save | 20 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 27%( 73%) |
| Light | + 41%( 73%) |
| Blight | + 11%( 73%) |
| Cold | + 26%( 73%) |
| Fire | + 65%( 73%) |
| All | + 8%( 73%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 860% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 125 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. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 446 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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: 1. | 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 vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | Betada the Dawnpain (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +9% acid Res.pen +5% light +5% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% light Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Nimbussun the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +24% lightning +4% fire +9% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +2 Fatigue +3% Resists +7% fire Unarmed combat: Power 116% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Defense +9 (+2 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 24.84 fire and 19.26 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | Stormsin the dragonbone wand of shielding [power 410] (19/20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +1 Dex dps ---------- Res.pen +5% lightning ----- def ----- Armour +6 ---------- misc Max.stam +20.00 Create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+4 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | steel amulet 'Ivobeth'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Melee Ret 8 mind ----- def ----- Armour +4 Defense +5 (+1 eff.) Res.Cap +3% all Phys.save +18 (+7 eff.) ---------- misc Stam/turn +2.00 Max.stam +10.00 Amulets make your neck look great! |
| Main armor | steel mail armour 'Chosahek' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +2% Melee+ 10 acid 12 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +21% acid +30% fire +20% cold Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +1.00 A suit of armour made of mail. |
| 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +2 (+0 eff.) Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +7 Cun +6 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Inventory
movement infusion of the titan (speed 531%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% 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 Constitution 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 |
regeneration infusion of the duelist (heal 509; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 509 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. |
Prismatic Rune (6 turns; temporal, darkness, blight, fire, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 3 darkness, 4 blight, 4 fire, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 131; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 131 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. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
solipsist's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of arcana (+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +24% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
gold garnet ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +4 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +6% all Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +7 (+4 eff.) Confus- +22% Rings make your fingers look great! |
dwarven-steel greatmaul (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Pitchkiller the steel greatsword (126% power, 16 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +3.0% Atk.spd 100% Phasing +14% Melee+ +8 darkness On Hit.r1 +8 darkness +16 arcane On Crit.r2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 17% While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Resists +12% cold Massive two-handed swords. |
elemental deep-steel trident of projection (131% power, 10 apr)3.0 T3 trident 2H weapon [Ego++] Arcane/Psionic Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +14% fire Res.pen +12% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel mace 'Mayobremina' (130% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 nature While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Res.pen +10% physical Acc +30 (+10 eff.) ----- def ----- Defense +25 (+6 eff.) ---------- misc Stam/turn +2.00 Blunt and deadly. |
chilling dwarven-steel waraxe of paradox (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 cold +6 temporal While equipped: ----- def ----- Resists +9% temporal One-handed war axes. |
honing thorny mindstar of flames (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +4% Melee+ 8 fire Dmg.mod +10% fire +3% physical Res.pen +9% fire +4% physical ----- def ----- Resists +5% fire +5% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of balance (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 lightning 4 physical 4 fire 4 acid 2 cold ----- def ----- Resists +4% lightning +2% physical +2% cold +5% fire +5% acid Phys.save +5 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Chamagasin (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +16% light +12% blight Res.pen +15% blight Phasing +30% ----- def ----- Resists +24% acid +24% light +9% all ---------- misc Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adata the Morbusripper (0 def, 6 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +22% acid +12% temporal +12% nature +6% physical Res.pen +20% physical Melee Ret 4 physical ----- def ----- Armour +6 Resists +33% acid +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 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. |
cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of battle (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Fatigue -2% Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayorin (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +3 Resists +12% cold +6% mind +5% arcane Crit.chn- 15.00% HP.reg +6.00 Heal.mod +14% A pair of boots made of leather. |
dwarven-steel gauntlets 'Aroldanne' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +12% mind +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +15% acid +7% cold +5% arcane +6% lightning Spell.save +6 (+3 eff.) Unarmed combat: Power 116% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Lightmire' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +3% blight ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
8 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
15 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. |
16 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. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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. |
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. |
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. |
142 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. |
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. |
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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Merp the Thalore Brawler level 14
35th Haze 122nd year of Ascendancy at 08:23 see stats
Earth Master
Killed Harkor'Zun.By Merp the Thalore Brawler level 22
10th Decay 122nd year of Ascendancy at 15:59 see stats
Exterminator
Killed 1000 creatures.By Merp the Thalore Brawler level 20
80th Haze 122nd year of Ascendancy at 17:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Merp the Thalore Brawler level 26
48th Regrowth 123rd year of Ascendancy at 16:55 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Merp the Thalore Brawler level 27
65th Regrowth 123rd year of Ascendancy at 06:17 see stats
Level 10
Got a character to level 10.By Merp the Thalore Brawler level 10
7th Haze 122nd year of Ascendancy at 13:17 see stats
Level 20
Got a character to level 20.By Merp the Thalore Brawler level 20
80th Haze 122nd year of Ascendancy at 07:02 see stats
Size matters
Did over 600 damage in one attack.By Merp the Thalore Brawler level 21
10th Decay 122nd year of Ascendancy at 07:35 see stats
The secret city
Discovered the truth about mages.By Merp the Thalore Brawler level 21
3rd Decay 122nd year of Ascendancy at 05:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Merp the Thalore Brawler level 25
6th Regrowth 123rd year of Ascendancy at 13:14 see stats
Unstoppable
Returned from the dead.By Merp the Thalore Brawler level 26
56th Regrowth 123rd year of Ascendancy at 13:20 see stats
Log
Saw horror's phys.bleed area effect hits Rogue for 67 physical damage.
Merp uses Gift of the Woods.
Merp starts regenerating health quickly.
Merp uses Butterfly Kick.
Merp lashes out with a flurry of fists.
Merp performs a melee critical strike against Worm that walks!
Worm that walks's is vulnerable to attacks and effects!
Merp hits Bethimina the Guardian for (20 flat reduction), 0 light, (20 flat reduction), 0 light, (20 flat reduction), 0 light, (9 flat reduction), 0 fire, (20 flat reduction), 0 light (0 total damage).
Merp hits Carrion worm mass for 15 fire damage.
Merp hits Saw horror for 11 fire damage.
Merp hits Rogue for 13 light, 13 light, 13 light, 9 fire, 13 light (60 total damage).
Merp hits Worm that walks for 88 physical, 48 physical, 1 acid, 38 fire, 18 light, 1 acid, 38 fire, 18 light, 72 physical, 83 physical, 1 acid, 38 fire, 18 light, 14 fire, 1 acid, 38 fire (515 total damage).
Merp killed Worm that walks!
Bleeding from Saw horror hits Rogue for 7 physical damage.
Burning from Merp hits Bethimina the Guardian for (21 flat reduction), 13 fire (13 total damage).
Burning from Merp hits Rogue for 35 fire damage.
Saw horror uses Kinetic Leech.
Carrion worm mass slows down.
Rogue slows down.
Merp shrugs off the effect 'Slow'!
Bethimina the Guardian slows down.
Bethimina the Guardian throws a finishing uppercut.
Bethimina the Guardian performs a melee critical strike against Merp!
Your shield crumbles under the damage!
The shield around Merp crumbles.
Merp is stunned!
Melee retaliation hits Bethimina the Guardian for (11 flat reduction), 0 acid, (10 flat reduction), 0 fire, (4 flat reduction), 0 mind (0 total damage).
Bethimina the Guardian hits Merp for (16 flat reduction), (224 absorbed), 138 physical (138 total damage).
Merp the level 27 thalore brawler was mauled to death by Bethimina the Guardian on level 1 of Ruined Dungeon.












































































































