









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Select your Escorts 1.5.10Allows 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. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 25 / 18% |
| Size | big |
| Lifes / Deaths | Killed by The Withering Thing at level 3 on the 79th Pyre 122nd year of Ascendancy at 06:47 0 / 7Killed by Xerathra the dredgling at level 14 on the 28th Dusk 122nd year of Ascendancy at 18:28 Killed by elven mage at level 22 on the 50th Haze 122nd year of Ascendancy at 18:37 Killed by orc master assassin at level 23 on the 53rd Haze 122nd year of Ascendancy at 21:54 Killed by Borfast the Broken at level 24 on the 59th Haze 122nd year of Ascendancy at 01:20 Killed by Salemina the master vampire at level 25 on the 60th Haze 122nd year of Ascendancy at 02:11 Killed by Salemina the master vampire at level 25 on the 60th Haze 122nd year of Ascendancy at 03:16 |
Primary Stats
| Strength | 72 (base 53) |
| Dexterity | 17 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 51 (base 44) |
| Cunning | 21 (base 10) |
Resources
| Life | -10/655 |
| Stamina | 268/274 |
| Equilibrium | 25 |
| Healing Factor | 0.62838032106091 |
| Regeneration | 23.017571160461 |
Speed
| Mental | +22.028637809585% |
| Attack | +12.028637809585% |
| Movement | -38.906132389683% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6.2161278392948 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 33 |
| Crit Chance | 40% |
| APR | 11 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +9% |
| Cold | +6% |
| All | 0% |
| Lightning | +6% |
| Light | +10% |
| Darkness | +24% |
| Physical | +12% |
| Fire | +6% |
| Nature | +10% |
Offense: Damage Penetration
| Lightning | +12% |
| Fire | +12% |
| Acid | +12% |
| Cold | +12% |
| Physical | +12% |
| Mind | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 43.601817292837 (80.117647058824%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 19 |
| Physical Save | 36 |
| Spell Save | 35 |
| Mental Save | 44 |
Defense: Resistances
| Acid | -11%( 70%) |
| Blight | -4%( 70%) |
| Arcane | -14%( 70%) |
| Cold | + 14%( 70%) |
| All | -20%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 4%( 70%) |
| Lightning | + 6%( 70%) |
| Physical | -2%( 70%) |
| Fire | + 1%( 70%) |
| Nature | -2%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Disarm Resistance | 23% |
| Knockback Resistance | 68% |
| Confusion Resistance | 23% |
| Stun Resistance | 69% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 51% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| 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 215 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 351% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 177 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| talent | Meditation |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 16.60 physical damage per turn and decreasing all heals received by 60%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 35.48 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 6.20 acid damage per turn, reducing armour by 6 and attack by 6. Acid Splash |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 19.47 blight damage per turn. Rotting Disease |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the 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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Willpower by +1. | done |
You failed to protect the lost sun paladin from death by master vampire. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Lyf. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by thought-forged bowman. Escort: lost warrior (level 5 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by armoured skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Emekira the giant yellow ant. Escort: temporal explorer (level 4 of Old Forest) | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | 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 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 | Yvissra the Smearslice (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Fatigue +1% Resists +12% lightning Disease- +5% Pinning- +15% ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | Falazilagayon the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Phys.crit +4.0% Melee Ret 11 fire ----- def ----- Armour +2 Resists +6% fire ---------- misc Light +2 See.Invis +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 | Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| Tool | Harothel (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Wil +5 Cun +2 Con ----- def ----- Fatigue -8% Resists +7% darkness Affinity +15% darkness ---------- misc Infravis +5 See.Invis +6 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bregydunathel the Satyrreaper0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +9% arcane Res.pen +5% nature ----- def ----- Resists +12% nature +5% arcane Mind.save +6 (+2 eff.) Confus- +23% Rings can have magical properties. |
| On fingers | steel ring 'Rainprophet'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +10% light Apr +2 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +20% light +1% physical Rings can have magical properties. |
| Around waist | Dimrupture1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +24% darkness Res.pen +25% mind ----- def ----- Resists +9% darkness Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | stone warden's iron gauntlets (0 def, 8 armour)1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +8 Hardiness +6% Resists +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant steel plate armour of the dragon (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +3 Str +3 Wil +2 Con dps ---------- Melee Ret 4 light ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +6% acid +6% physical +10% darkness +13% blight +5% fire +5% cold +7% lightning Disarm- +23% Stun/Frz- +23% Knockbk- +24% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Emelugarin (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con ----- def ----- Defense +2 (+2 eff.) Resists +15% cold Crit.dmg- 10.00% Blind- +30% Stun/Frz- +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Barerab0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +14 (+3 eff.) Phys.spd +10% Dmg.mod +6% physical Apr +5 Melee Ret 20 physical ----- def ----- HP.reg +0.40 Amulets can have magical properties. |
Inventory
regeneration infusion of the sneak (heal 156 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 156 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 5; power 47; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (21 cold damage; freeze 3 turns with power 55)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 20.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 55 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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... |
cleansing copper amulet of mastery (0.10 Wild-gift / Cold drake aspect)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +21% Disease- +20% ---------- misc Masteries +0.10 Wild-gift/Cold drake aspect Amulets can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Rings can have magical properties. |
sneakthief's gold ring of arcana(+0.10/turn)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Silence- +26% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
dwarven-steel dagger (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 18.0 - 23.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Xydhegada the dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Phasing +40% On Crit.r2 +8 physical While equipped: Stats +5 Dex +5 Mag +5 Wil dps ---------- Phys.crit +2.0% Spell.pwr +12 (+6 eff.) ----- def ----- Armour +4 Massive two-handed swords. |
dwarven-steel greatsword (37-59.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
yew longbow of nature4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +8 nature While equipped: dps ---------- Res.pen +12% nature ----- def ----- Resists +5% all Longbows are used to shoot arrows at your foes. |
thorny mindstar (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) 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 Dex 24 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Slings are used to hurl stones or metal shots at your foes. |
potent yew vilestaff of power (24-28.8 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+11 eff.) Dmg.mod +24% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of projection (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+7 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 8) dealing 4.22 to 5.06 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.crit +3% Spell.pwr +13 (+7 eff.) Dmg.mod +20% cold ---------- misc Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +5% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+13 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Oozebrace the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +7 (+7 eff.) Resists +6% nature +9% acid Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 6.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
psychic's hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 8 mind Dmg.mod +5% mind +4% arcane ----- def ----- Armour +2 Resists +6% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T3 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Dex dps ---------- Acc +15 (+7 eff.) On Melee Ret: * 20% chance to reduce effective powers by 20% * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's rough leather gloves of strength (+3) (0 def, 8 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +8 Hardiness +5% Resists +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
starseer's linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% physical +4% temporal +14% light +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% light A pointy cloth hat, very wizardly... |
Dazzlesear the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +20% light +20% temporal ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +3% light +17% fire ---------- misc Light +3 A suit of armour made of metal plates. |
iron plate armour 'Goranaribar' (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +17% acid +3% light Mind.save +3 (+1 eff.) ---------- misc Max.hate +2.00 A suit of armour made of metal plates. |
6 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. |
61 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 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. |
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 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
tentacled yew totem of thorny skin [power 35] (20 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 40] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
3 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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Lyf the Cornac Wyrmic level 23
53rd Haze 122nd year of Ascendancy at 02:08 see stats
Exterminator
Killed 1000 creatures.By Lyf the Cornac Wyrmic level 18
7th Haze 122nd year of Ascendancy at 04:03 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lyf the Cornac Wyrmic level 19
10th Haze 122nd year of Ascendancy at 03:19 see stats
Level 10
Got a character to level 10.By Lyf the Cornac Wyrmic level 10
3rd Flare 122nd year of Ascendancy at 19:53 see stats
Level 20
Got a character to level 20.By Lyf the Cornac Wyrmic level 20
37th Haze 122nd year of Ascendancy at 16:18 see stats
The Arena
Unlocked Arena mode.By Lyf the Cornac Wyrmic level 11
8th Flare 122nd year of Ascendancy at 09:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lyf the Cornac Wyrmic level 17
61st Dusk 122nd year of Ascendancy at 08:55 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Lyf the Cornac Wyrmic level 17
5th Haze 122nd year of Ascendancy at 07:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Lyf the Cornac Wyrmic level 17
60th Dusk 122nd year of Ascendancy at 19:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lyf the Cornac Wyrmic level 18
7th Haze 122nd year of Ascendancy at 09:09 see stats
Log
Lyf uses Stunning Blow.
Lyf misses Salemina the master vampire.
Salemina the master vampire uses Dual Strike.
Salemina the master vampire performs a melee critical strike against Lyf!
Lyf is cut deeply.
Lyf is stunned!
Salemina the master vampire performs a melee critical strike against Lyf!
Lyf is covered in acid!
Salemina the master vampire leeches life from Lyf!
Salemina the master vampire hits Lyf for 95 physical, 10 acid, 7 fire, 80 physical, 6 light, 7 acid, 10 acid, 7 fire (223 total damage).
Lyf hits Salemina the master vampire for 8 physical, 3 light, 5 fire, 2 cold, 2 physical, 1 light, 1 fire, 1 cold (23 total damage).
Lyf uses Infusion: Regeneration.
Lyf starts regenerating health quickly.
Salemina the master vampire leeches life from Lyf!
Deep Wound from Salemina the master vampire hits Lyf for 17 physical damage.
Acid Splash from Salemina the master vampire hits Lyf for 7 acid damage.
Lyf uses Ice Claw.
Lyf misses Salemina the master vampire.
Salemina the master vampire performs a diseased attack against Lyf.
Lyf is afflicted by a rotting disease!
Salemina the master vampire leeches life from Lyf!
Lyf hits Salemina the master vampire for 1 healing, 2 physical, 1 light, 1 fire, 1 cold, 2 physical, 1 light, 1 fire, 1 cold (10 total damage) [1 healing].
Salemina the master vampire hits Lyf for 33 physical, 8 light, 9 acid, 12 acid, 8 fire, 41 physical, 12 acid, 8 fire (132 total damage).
Lyf hits Salemina the master vampire for (23 parried), 16 physical (16 total damage).
Salemina the master vampire hits Lyf for 12 acid, 8 fire, 14 arcane, 23 light (57 total damage).
Saving game...










































































































