









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 | Normal Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 20 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Herringbone at level 15 on the 49th Dusk 122nd year of Ascendancy at 08:19 0 / 6Killed by skeleton magus at level 18 on the 6th Haze 122nd year of Ascendancy at 02:57 Killed by Lord of Skulls (mage) at level 20 on the 10th Haze 122nd year of Ascendancy at 04:18 Killed by Lord of Skulls (mage) at level 20 on the 10th Haze 122nd year of Ascendancy at 06:39 Killed by The Master at level 20 on the 10th Haze 122nd year of Ascendancy at 08:13 Killed by The Master at level 20 on the 10th Haze 122nd year of Ascendancy at 09:39 |
Primary Stats
| Strength | 68 (base 35) |
| Dexterity | 63 (base 32) |
| Constitution | 71 (base 32) |
| Magic | 18 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -53/936 |
| Stamina | 86/180 |
| Healing Factor | 1.8718019533318 |
| Regeneration | 15.463511526859 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +81% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 8% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +10% |
| Nature | +18% |
| Cold | +25% |
| Arcane | +25% |
| Fire | +35% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Blight | +5% |
| Arcane | +25% |
| Fire | +30% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 32 |
| Physical Save | 45 |
| Spell Save | 30 |
| Mental Save | 26 |
Defense: Resistances
| Blight | + 21%( 70%) |
| Cold | + 42%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
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 failed to protect the injured seer from death by Spellblaze Crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by brown bear. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by orc warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 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 pouch of faeros ash. * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed pouch of luminous horror dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Gunevon (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Dex +8 Con ----- def ----- Armour +3 Resists +13% lightning +8% temporal +3% light ---------- misc See.Invis +3 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 192.5 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spiderqueller (15 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Crit.mult +5.00% Phys.pwr +30 (+7 eff.) Dmg.mod +9% nature Acc +7 (+3 eff.) Apr +9 ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | savior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Blackpain the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% darkness Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.12 Max.hate +8.00 Amulets make your neck look great! |
| In main hand | blazebringer's dwarven-steel longsword of amnesia (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Nature/Psionic Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +30 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +1% Res.pen +5% fire Sharp, long, and deadly. |
| Around waist | rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 21-29 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 21.0 - 29.4 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Undeathstreak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +2 Mag +3 Wil +3 Con dps ---------- Dmg.mod +9% nature Res.pen +5% blight On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +2 (+0 eff.) Resists +19% nature +15% blight Phys.save +8 (+3 eff.) Max.HP +61.00 HP.reg +3.00 Heal.mod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
insulating steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Rings make your fingers look great! |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of daylight (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +5% Undead Sharp, long, and deadly. |
Chamonarihir the Chargequeller (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +1 Cun +2 Wil dps ---------- Res.pen +15% lightning ----- def ----- Resists +9% lightning Blunt and deadly. |
iron mace 'Sleetwreath' (20-27 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% cold ----- def ----- Defense +15 (+5 eff.) Phys.save +6 (+2 eff.) Blunt and deadly. |
acidic dwarven-steel waraxe of corruption (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 3 On Crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
iron shield (0 def, 2 armour, 8-9 power, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 3 armour, 9-11 power, 39.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +3 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of lightning resistance (+15%) (0 def, 4 armour, 13-16 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 15% chance to reduce armor by 21% While equipped: dps ---------- Melee+ 5 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
warded steel shield (0 def, 4 armour, 18-22 power, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Wards +3 lightning +4 temporal +5 darkness +4 fire +4 nature +3 blight +3 cold +3 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.76 to 125.29 lightning damage (83.53 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning +12% nature +10% blight A suit of armour made of metal plates. |
steel plate armour of implacability (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Fatigue +17% Phys.save +5 (+2 eff.) A suit of armour made of metal plates. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Emunne'1.0 T3 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +13% acid +21% lightning +8% blight Max.HP +40.00 Cut- +20% Disarm- +20% Knockbk- +20% A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Dawnwreck the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +1 Fatigue -4% Resists +6% light Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.40 Max.stam +12.00 Infravis +1 A pair of boots made of leather. |
pair of iron boots 'Camobar' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +2 Mag +4 Cun +4 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Floepulverizer (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +5% acid +6% physical Res.pen +10% cold +20% physical ----- def ----- Armour +2 Resists +5% acid Blind- +20% ---------- misc Stam/turn +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 9 cold Dmg.mod +3% cold ----- def ----- Armour +2 Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gleamtyphoon the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +6% blight +5% physical +6% acid Mind.save +8 (+4 eff.) HP.reg +4.00 Heal.mod +10% Teleport- +20% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
3 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. |
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. |
3 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. |
5 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. |
5 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
2 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
53 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. |
Dimquill the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% fire +6% nature +9% darkness Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Herringbone the Ghoul Bulwark level 15
49th Dusk 122nd year of Ascendancy at 06:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Herringbone the Ghoul Bulwark level 8
19th Dusk 122nd year of Ascendancy at 02:34 see stats
Earth Master
Killed Harkor'Zun.By Herringbone the Ghoul Bulwark level 17
73rd Dusk 122nd year of Ascendancy at 14:55 see stats
Exterminator
Killed 1000 creatures.By Herringbone the Ghoul Bulwark level 19
6th Haze 122nd year of Ascendancy at 09:26 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Herringbone the Ghoul Bulwark level 18
75th Dusk 122nd year of Ascendancy at 14:39 see stats
Level 10
Got a character to level 10.By Herringbone the Ghoul Bulwark level 10
33rd Dusk 122nd year of Ascendancy at 06:43 see stats
Level 20
Got a character to level 20.By Herringbone the Ghoul Bulwark level 20
8th Haze 122nd year of Ascendancy at 19:54 see stats
The Arena
Unlocked Arena mode.By Herringbone the Ghoul Bulwark level 8
28th Dusk 122nd year of Ascendancy at 11:56 see stats
The secret city
Discovered the truth about mages.By Herringbone the Ghoul Bulwark level 7
5th Flare 122nd year of Ascendancy at 01:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Herringbone the Ghoul Bulwark level 18
5th Haze 122nd year of Ascendancy at 16:00 see stats
Log
The Master hits Herringbone for 64 physical damage.
Lord of Skulls (warrior) uses Block.
Elder vampire receives 10 healing from Herringbone.
Elder vampire hits Herringbone for 24 blight damage.
The Master has temporarily forgotten Invoke Darkness for 3 turns!
Herringbone hits The Master for 32 fire, 25 cold, 29 lightning, 29 arcane, 5 fire, 4 cold, 4 lightning, 4 arcane (133 total damage).
Rotting Disease from Elder vampire hits Herringbone for 14 blight damage.
Elder vampire uses Taunt.
Lord of Skulls (warrior) hits Herringbone for 66 acid, 7 acid (72 total damage).
The Master casts Rigor Mortis.
Herringbone feels death coming!
The Master hits Herringbone for 82 cold, 74 darkness (155 total damage).
Rotting Disease from Elder vampire hits Herringbone for 14 blight damage.
Lord of Skulls (warrior) uses Shield Pummel.
Herringbone resists the shield bash!
Ghoulking's morale has been lowered.
Ghoul's morale has been lowered.
Lord of Skulls (warrior) hits Herringbone for 16 physical, 8 acid, 19 physical, 8 acid (51 total damage).
Elder vampire hits Herringbone for 22 blight damage.
Elder vampire receives 9 healing from Herringbone.
Herringbone hits The Master for 34 fire, 27 cold, 31 lightning, 31 arcane, 5 fire, 4 cold, 4 lightning, 4 arcane (141 total damage).
Herringbone hits Ghoul for 5 fire, 4 cold, 5 lightning, 5 arcane (18 total damage).
Herringbone hits Ghoulking for 5 fire, 5 cold, 3 lightning, 5 arcane (18 total damage).
The Master speeds up.
The Master casts Manathrust.
The Master's spell attains critical power!
The Master hits Herringbone for 177 arcane damage.
Herringbone the level 20 ghoul bulwark was blasted to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.






























































































