











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 27 / 24% |
| Size | big |
| Lifes / Deaths | Killed by venom drake at level 22 on the 34th Steel 123rd year of Ascendancy at 06:31 0 / 6Killed by elven corruptor at level 22 on the 35th Steel 123rd year of Ascendancy at 03:45 Killed by Urkis, the High Tempest at level 24 on the 4th Profit 123rd year of Ascendancy at 18:09 Killed by elven cultist at level 25 on the 9th Wealth 123rd year of Ascendancy at 23:09 Killed by Ivirana the void horror at level 26 on the 34th Dearth 123rd year of Ascendancy at 14:08 Killed by Poltergeist Eye of Summer at level 27 on the 18th Loss 123rd year of Ascendancy at 09:43 |
Primary Stats
| Strength | 119 (base 50) |
| Dexterity | 42 (base 29) |
| Constitution | 46 (base 26) |
| Magic | 15 (base 12) |
| Willpower | 36 (base 21) |
| Cunning | 28 (base 12) |
Resources
| Life | 1089/1089 |
| Mana | 386/386 |
| Stamina | 264/264 |
| Healing Factor | 1.2567804250994 |
| Regeneration | 0.31419510627485 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 64 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Mind | +9% |
| Nature | +12% |
| Physical | +4% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
| Light | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 68.063402816797 (92.11456541679%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 27 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 56%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 10%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 63. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Xanyvea the Weeprune2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Res.pen +5% mind +10% light +10% nature Melee Ret 13 fire ----- def ----- Resists +5% fire Mind.save +9 (+4 eff.) ---------- 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. |
| On head | Belyldamina the iron helm (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Spell.crit +1% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +3% lightning +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Xanaganne' (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +5 Mag dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Fatigue +1% Crit.chn- 5.00% 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 | ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Tempestbrace0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Con dps ---------- Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Defense +6 (+3 eff.) Resists +3% lightning Rings make your fingers look great! |
| On fingers | Oozekiller the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Cun +5 Str dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% nature ----- def ----- Armour +10 Resists +9% nature ---------- misc Max.psi +20.00 Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (105). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+1 eff.) Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
| Around waist | Anynik the Cloudqueen1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Dmg.mod +9% lightning Res.pen +15% mind ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
| In off hand | Layilrariathra the dwarven-steel shield (0 def, 6 armour, 31-37 power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Disrupt/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 Melee+ +12 mind While equipped: Stats +5 Con dps ---------- Melee+ 7 acid 10 nature On shield block: * Cause enemies within radius 6 to bleed for 257 physical damage over 5 turns (1/turn) On Hit (Melee): * 10% chance to reduce all saves and defense by 23 * 26 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +17% acid +3% darkness +8% cold +19% fire +9% nature +8% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Zerezilagen (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Acc +23 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +3% acid +12% cold +15% fire +6% nature +3% mind Max.HP +65.00 ---------- misc Max.stam +21.00 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 dwarven-steel mail armour of implacability (3 def, 20 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: ----- def ----- Armour +20 Defense +3 (+2 eff.) Fatigue +8% Resists +7% acid +7% physical +5% fire +7% lightning +7% cold Phys.save +7 (+2 eff.) A suit of armour made of mail. |
Inventory
regeneration infusion of the warrior (heal 512; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 512 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 |
blink rune (range 4; phase 16; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 15; cd 19)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
shielding rune (absorb 163; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 5 turns. 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 |
shielding rune of the titan (absorb 436; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 436 damage for 4 turns. Its effects scale with your Constitution 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 |
cleansing stralite amulet of mastery (0.29 Technique / Shield offense)0.1 T4 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +19% nature +24% blight Poison- +34% Disease- +28% ---------- misc Masteries +0.29 Technique/Shield offense Amulets make your neck look great! |
ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
manaburning steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20 arcane resource burn Massive two-handed swords. |
Elenodurain (37-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +6 Mag dps ---------- Res.pen +15% physical Acc +15 (+4 eff.) Apr +2 Melee Ret 6 arcane ---------- misc Vim/s.crit +2.00 Massive two-handed swords. |
stormbringer's stralite greatsword of phasing (49-79 power, 17 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Nature Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +17 Crit +4.5% Atk.spd 100% Phasing +16% On Crit.r2 +35 lightning +40 cold While equipped: dps ---------- Mov.spd +29% Res.pen +14% lightning +13% cold Massive two-handed swords. |
dwarven-steel longsword of erosion (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature Sharp, long, and deadly. |
inquisitor's stralite longsword of torment (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Disrupt/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
dwarven-steel mace (24-34 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
elemental dwarven-steel mace of massacre (34-48 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +5% lightning Blunt and deadly. |
dwarven-steel waraxe (19-26 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
flaming stralite waraxe of the mystic (31-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +6 (+1 eff.) One-handed war axes. |
manaburning stralite waraxe of disruption (31-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +13% Unnatural On Hit: * 18 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
wyrm's thorny mindstar of balance (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun 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 2 physical 4 fire 5 acid 4 cold ----- def ----- Resists +3% lightning +4% physical +4% cold +3% fire +4% acid Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.90 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. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of fire4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +13 fire While equipped: dps ---------- Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield (0 def, 6 armour, 34-40 power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
marauder's hardened leather armour of the hero (13 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +10 Str +9 Dex +6 Mag +5 Wil +5 Cun ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +8% Phys.save +11 (+4 eff.) Max.HP +42.00 A suit of armour made of leather. |
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. |
3 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. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 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. |
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. |
4 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. |
4 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
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 Varda the Dwarf Bulwark level 13
3rd Loss 122nd year of Ascendancy at 14:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Varda the Dwarf Bulwark level 8
32nd Profit 122nd year of Ascendancy at 01:14 see stats
Exterminator
Killed 1000 creatures.By Varda the Dwarf Bulwark level 18
9th Iron 123rd year of Ascendancy at 10:11 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Varda the Dwarf Bulwark level 24
5th Profit 123rd year of Ascendancy at 16:36 see stats
Fear me not!
Survived the Fearscape!By Varda the Dwarf Bulwark level 22
15th Steel 123rd year of Ascendancy at 10:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Varda the Dwarf Bulwark level 21
29th Iron 123rd year of Ascendancy at 13:43 see stats
Level 10
Got a character to level 10.By Varda the Dwarf Bulwark level 10
7th Dearth 122nd year of Ascendancy at 19:04 see stats
Level 20
Got a character to level 20.By Varda the Dwarf Bulwark level 20
19th Iron 123rd year of Ascendancy at 17:11 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Varda the Dwarf Bulwark level 23
19th Gold 123rd year of Ascendancy at 06:54 see stats
Size matters
Did over 600 damage in one attack.By Varda the Dwarf Bulwark level 25
42nd Profit 123rd year of Ascendancy at 18:33 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Varda the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 02:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Varda the Dwarf Bulwark level 15
15th Loss 122nd year of Ascendancy at 01:15 see stats
The secret city
Discovered the truth about mages.By Varda the Dwarf Bulwark level 18
16th Iron 123rd year of Ascendancy at 12:58 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Varda the Dwarf Bulwark level 15
14th Loss 122nd year of Ascendancy at 08:44 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Varda the Dwarf Bulwark level 25
19th Dearth 123rd year of Ascendancy at 17:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Varda the Dwarf Bulwark level 18
8th Iron 123rd year of Ascendancy at 19:33 see stats
Log
Talent Infusion: Regeneration is ready to use.
Talent Shield Slam is ready to use.
Talent Repulsion is ready to use.
Talent Infusion: Healing is ready to use.
Talent Vitality is ready to use.
Talent Premonition is ready to use.
Talent Adrenaline Surge is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 35 turns (stop reason: detrimental status effect).
Varda's Premonition has been disrupted by anti-magic forces!
Poltergeist Eye of Summer uses Mindhook.
Varda is dazed!
Varda's Rune: Shielding has been disrupted by anti-magic forces!
Varda's Premonition has been disrupted by anti-magic forces!
Shadow's morale has been lowered.
Varda is not dazed anymore.
Poltergeist Eye of Summer's Beyond the Flesh hits Varda for 13 physical, 12 physical (26 total damage).
Melee retaliation hits Poltergeist Eye of Summer for (6 deflected), 6 fire, (0 to psi shield), 0 mind, 0 arcane (7 total damage).
Varda has been maligned!
Poltergeist Eye of Summer hits Varda for 59 mind damage.
Melee retaliation hits Poltergeist Eye of Summer for (6 deflected), 6 fire, (0 to psi shield), 0 mind, 0 arcane, (6 deflected), 6 fire, (0 to psi shield), 0 mind, 0 arcane (15 total damage).
Varda the level 27 dwarf bulwark was mindraped to death by a Poltergeist Eye of Summer on level 5 of Dreadfell.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poltergeist Eye of Summer killed Varda!
Saving game...
Saving done.
















































































