











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.0Combines 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: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 19 / 88% |
| Size | big |
| Lifes / Deaths | Killed by black crystal at level 2 on the 75th Pyre 122nd year of Ascendancy at 12:28 / 19Killed by Spellblaze Crystal at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:51 Killed by Arata the shivgoroth at level 6 on the 7th Dusk 122nd year of Ascendancy at 22:57 Killed by Ce'Nabrelaith the zombie bunny at level 14 on the 40th Dusk 122nd year of Ascendancy at 21:31 Killed by mad druid at level 14 on the 41st Dusk 122nd year of Ascendancy at 19:08 Killed by zombie bunny at level 14 on the 41st Dusk 122nd year of Ascendancy at 20:13 Killed by Mad Archdruid at level 14 on the 41st Dusk 122nd year of Ascendancy at 23:00 Killed by Mad Archdruid at level 15 on the 42nd Dusk 122nd year of Ascendancy at 00:12 Killed by zombie bunny at level 15 on the 42nd Dusk 122nd year of Ascendancy at 01:19 Killed by zombie bunny at level 15 on the 42nd Dusk 122nd year of Ascendancy at 02:23 Killed by zombie bunny at level 15 on the 42nd Dusk 122nd year of Ascendancy at 03:23 Killed by zombie bunny at level 15 on the 42nd Dusk 122nd year of Ascendancy at 03:55 Killed by Assassin Lord at level 18 on the 26th Haze 122nd year of Ascendancy at 20:30 Killed by Eluyavea the armoured skeleton warrior at level 19 on the 28th Haze 122nd year of Ascendancy at 22:03 Killed by Elinor the vampire lord at level 19 on the 29th Haze 122nd year of Ascendancy at 05:22 Killed by snow giant boulder thrower at level 19 on the 29th Haze 122nd year of Ascendancy at 16:36 Killed by snow giant boulder thrower at level 19 on the 29th Haze 122nd year of Ascendancy at 18:17 Killed by snow giant boulder thrower at level 19 on the 29th Haze 122nd year of Ascendancy at 19:17 Killed by naga psyren at level 19 on the 30th Haze 122nd year of Ascendancy at 15:59 |
Primary Stats
| Strength | 54 (base 45) |
| Dexterity | 16 (base 13) |
| Constitution | 24 (base 24) |
| Magic | 27 (base 24) |
| Willpower | 16 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 634/642 |
| Positive | 84/84 |
| Stamina | 139/139 |
| Healing Factor | 1.6082474226803 |
| Regeneration | 10.723065240532 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 15 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 25 |
| Crit Chance | 7% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Lightning | +10% |
| Light | +6% |
| Nature | +8% |
| Blight | +14% |
| Physical | +8% |
| Fire | +24% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +15% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 57.70706149033 (96.030927835052%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 20 |
| Physical Save | 48 |
| Spell Save | 38 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 45%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Knockback Resistance | 19% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 114 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Shield offense | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Shield Wall |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed naga tongue. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Alubar the Dazzlewend (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Mag ----- def ----- Armour +5 Fatigue +2% ---------- misc Light +1 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Brandwild'1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +24% fire Res.pen +10% light +15% fire ----- def ----- Resists +9% cold +6% fire ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 22.69 to 68.06 lightning damage (45.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | dwarven-steel gauntlets 'Lightningquake' (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% light Acc +10 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% blight +6% fire +6% lightning Spell.save +9 (+3 eff.) Die.at -20.00 life Heal.mod +15% 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 | 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 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | copper ring 'Darksaw'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight Res.pen +5% cold Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Blind- +25% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Belyldama the dwarven-steel battleaxe (39-58.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +8 temporal While equipped: dps ---------- Mind.crit +2% Melee Ret 4 arcane 2 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Massive two-handed battleaxes. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | warded dwarven-steel shield (0 def, 6 armour, 31-37.2 power, 80 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Wards +6 lightning +4 temporal +3 darkness +3 fire +6 nature +4 blight +3 cold +3 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Cloak | Earethad the Magmatooth (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Melee Ret 2 fire ----- def ----- Defense +7 (+7 eff.) Resists +5% arcane +6% fire Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened steel mail armour of implacability (2 def, 18 armour)14.0 T2 heavy armor [Ego++] Master While equipped: ----- def ----- Armour +18 Defense +2 (+2 eff.) Fatigue +7% Resists +5% acid +5% physical +6% cold +6% lightning +6% fire Phys.save +7 (+2 eff.) A suit of armour made of mail. |
Inventory
healing infusion (heal 61; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 180; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
regeneration infusion of the warrior (heal 341; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. 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 nature talent. Press to compare to your current inscriptions |
wild infusion (res 16%; physical; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glorolrabeth the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Lck +2 Wil dps ---------- Dmg.mod +6% acid Acc +6 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +11% temporal Crit.dmg- 5.00% Unseen.red 11% Confus- +20% Pinning- +22% Knockbk- +20% Amulets can have magical properties. |
conjurer's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 18 light Ranged+ 10 light Dmg.mod +14% light Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 84.87 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (170). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+5 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
steel battleaxe (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Thunderworm the iron greatmaul (28-42 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +12 mind While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning ----- def ----- Resists +6% lightning +9% cold Massive two-handed mauls. |
steel greatmaul (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.52 cold damage and 6.40 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
blue-steel trident (18.5-29.6 power, 8 apr)3.0 T2 trident 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+5 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 15 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Surefire4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+5 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
quiver of yew arrows 'Armalen' (20/20, 34-47.6 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Psionic Power 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +17 darkness +8 arcane Against +12% Living On Hit.r1 +12 arcane +4 blight On Crit.r2 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Arrows are used with bows to pierce your foes to death. |
steel shield of temporal resistance (+12%) (0 def, 4 armour, 18.5-22.2 power, 36 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +36 While equipped: dps ---------- On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 16.5-19.8 power, 38 block)7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 Melee+ +12 light +12 darkness While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+9 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Nimbuspulverizer (0 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +15% lightning Res.pen +20% lightning Acc +5 (+2 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
Zubedheta the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor [Random Unique] Disrupt/Master While equipped: Stats +5 Str ----- def ----- Armour +11 Fatigue +22% Resists +24% lightning +7% physical +12% darkness +12% blight +12% cold +12% nature Crit.dmg- 5.00% D.Red.from +7% Unnatural HP.reg +4.00 Heal.mod +10% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
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. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +6 (+6 eff.) A belt that goes around your waist. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+4 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of blight (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% blight ----- def ----- Defense +1 (+1 eff.) Resists +11% blight Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+11 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
3 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. |
3 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. |
4 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
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. |
127 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. |
Kindlekiller2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% blight +18% cold Phys.save +6 (+2 eff.) Heal.mod +11% ---------- 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. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
ash totem of thorny skin [power 28] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating ash wand of conjuration [power 155] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 155 lightning damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Cruel the Ogre Bulwark level 11
30th Dusk 122nd year of Ascendancy at 14:30 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Cruel the Ogre Bulwark level 17
5th Haze 122nd year of Ascendancy at 19:01 see stats
Got eggs? (Exploration mode)
Finish the Pikataclysm event.By Cruel the Ogre Bulwark level 15
42nd Dusk 122nd year of Ascendancy at 03:50 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Cruel the Ogre Bulwark level 10
17th Dusk 122nd year of Ascendancy at 04:20 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Cruel the Ogre Bulwark level 18
26th Haze 122nd year of Ascendancy at 21:36 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Cruel the Ogre Bulwark level 19
29th Haze 122nd year of Ascendancy at 05:19 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Cruel the Ogre Bulwark level 13
35th Dusk 122nd year of Ascendancy at 02:09 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Cruel the Ogre Bulwark level 5
3rd Mirth 122nd year of Ascendancy at 09:42 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Cruel the Ogre Bulwark level 18
11st Haze 122nd year of Ascendancy at 14:21 see stats
Log
Cruel hits White wolf for 79 physical, 2 mind, 103 physical (184 total damage).
Cruel killed White wolf!
Resting starts...
Talent Shield Pummel is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Cruel picks up (B.): pair of iron boots (0 def, 3 armour).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Temporal Rift here (press '' or right click to use).
Ran for 48 turns (stop reason: at exit).
There is a Temporal Rift here (press '' or right click to use).
Saving game...
Saving done.
Cruel deactivates Chant of Fortress.
Cruel activates Chant of Fortress.
Cruel deactivates Shield Wall.
Cruel activates Shield Wall.
Cruel deactivates Shield Wall.
Cruel deactivates Chant of Fortress.
































































































