











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 29 / 32% |
| Size | big |
| Lifes / Deaths | Killed by zombie bunny at level 16 on the 33rd Profit 122nd year of Ascendancy at 21:54 0 / 7Killed by Urkis, the High Tempest at level 21 on the 13rd Iron 123rd year of Ascendancy at 00:13 Killed by Aerytha the elven warrior at level 25 on the 25th Steel 123rd year of Ascendancy at 00:24 Killed by Aerytha the elven warrior at level 25 on the 25th Steel 123rd year of Ascendancy at 02:14 Killed by Aerytha the elven warrior at level 25 on the 25th Steel 123rd year of Ascendancy at 03:49 Killed by The Master at level 29 on the 44th Steel 123rd year of Ascendancy at 14:35 Killed by skeleton archer at level 29 on the 44th Steel 123rd year of Ascendancy at 15:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 106 (base 43) |
| Dexterity | 40 (base 22) |
| Constitution | 56 (base 36) |
| Magic | 14 (base 10) |
| Willpower | 47 (base 22) |
| Cunning | 29 (base 20) |
Resources
| Life | -51/1228 |
| Stamina | 290/290 |
| Equilibrium | 33 |
| Healing Factor | 1.4500460901466 |
| Regeneration | 20.833605318251 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 9 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 189 |
| Accuracy | 70 |
| Crit Chance | 32% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +22% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 41.511077022655 (89.749889547741%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 56 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 23%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by brown bear. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 |
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. You have been shown a secret entrance to his stronghold. * 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 focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed xorn fragment. * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 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 |
Equipment
| On feet | Ururegokath the pair of hardened leather boots (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Mag dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +9% physical ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +12% light A pair of boots made of leather. |
| Light source | Lisabeth1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 10% ----- def ----- Resists +12% lightning +3% blight Spell.save +12 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | miner's hardened leather cap of precognition (4 def, 5 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Cun dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +3% ---------- misc Infravis +3 A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | sneakthief's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Max.HP +60.00 HP.reg +6.00 Heal.mod +14% Rings make your fingers look great! |
| On fingers | gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | stralite greatmaul 'Elenandur' (54-80 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 53.5 - 80.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 12% chance to slow global speed by 48% * 20% chance to reduce armor by 10% While equipped: Stats +13 Con +13 Wil dps ---------- Res.pen +15% acid +13% physical Acc +21 (+5 eff.) Apr +16 ----- def ----- Spell.save +9 (+3 eff.) Max.HP +76.00 Massive two-handed mauls. |
| On hands | scouring voratun gauntlets of regeneration (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +13 (+4 eff.) HP.reg +4.70 ---------- misc Stam/turn +0.90 Psi/turn +0.10 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. |
| Main armor | impenetrable iron plate armour of lightning resistance (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
| Cloak | murderer's cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +25 (+6 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Max.HP +40.00 ---------- misc Max.stam +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+6 eff.) Blind- +10% ---------- misc Infravis +6 Sight +2 See.Invis +8 Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 533%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 669%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 787%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 787% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 4; phase 16; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 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%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets make your neck look great! |
Tulolarion0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +4 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
warrior's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Str dps ---------- Melee+ 15 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 22 On Hit (Ranged): * 16% chance to reduce all saves and defense by 22 ----- def ----- Armour +8 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
acidic iron battleaxe of massacre (24-37 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
slime-covered steel battleaxe of massacre (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 12% chance to slow global speed by 48% Massive two-handed battleaxes. |
steel greatmaul 'Arerianor' (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature While equipped: Stats +4 Cun +2 Wil dps ---------- Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Max.psi +30.00 Massive two-handed mauls. |
stralite greatmaul 'Blackravager' (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Psionic Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +8 cold +20 darkness +30 mind On Crit.r2 +8 darkness +12 light On Hit: * 30% chance to reduce all saves and defense by 22 While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +15% darkness Melee Ret 4 darkness Massive two-handed mauls. |
flaming steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed swords. |
iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Stealth +6 A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +11% darkness ----- def ----- Defense +8 (+4 eff.) Resists +14% fire +15% light +14% darkness Stealth +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerivea (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Acc +20 (+5 eff.) Apr +4 ----- def ----- Armour +3 Resists +18% acid +2% physical ---------- misc Stam/turn +0.60 Max.stam +13.00 A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +5% lightning +7% temporal ---------- misc Stam/turn +0.50 Max.stam +18.00 A pair of boots made of leather. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 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. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +25 Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cuthodil the Flashrain (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +5% light Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness Phys.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Disarm- +21% ---------- misc Light +3 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Umbrareign of the Blightspawn (0 def, 4 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 nature 8 cold Dmg.mod +6% nature +5% cold On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 5 * 22% chance to reduce damage dealt by 18% ----- def ----- Armour +4 Resists +5% arcane +6% cold +5% nature +3% mind Max.HP +60.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.00 Max.stam +14.00 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. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+1 eff.) Apr +5 On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +18 (+5 eff.) 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. |
Brightdredge (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +3% light Melee Ret 4 light ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eremadin the Earthhunter (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +10% lightning +9% nature Res.pen +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Equi/ret +0.04 Max.hate +6.00 A pointy cloth hat, very wizardly... |
Zubyth the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Mag +1 Cun +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +10% acid +5% fire +6% lightning +13% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
Lisybeth the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +11 Fatigue +22% Resists +6% blight +16% fire +3% temporal Knockbk- +10% ---------- misc Light +3 A suit of armour made of metal plates. |
iron plate armour of clarity (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% mind Mind.save +11 (+5 eff.) A suit of armour made of metal plates. |
8 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. |
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. |
6 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 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. |
Splendouroracle the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% light ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 Infravis +3 See.Stealth +5 See.Invis +5 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
6 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Rohur the Dwarf Berserker level 21
8th Iron 123rd year of Ascendancy at 18:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rohur the Dwarf Berserker level 16
18th Wealth 122nd year of Ascendancy at 18:33 see stats
Exterminator
Killed 1000 creatures.By Rohur the Dwarf Berserker level 19
16th Shortage 122nd year of Ascendancy at 18:15 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rohur the Dwarf Berserker level 22
25th Iron 123rd year of Ascendancy at 05:12 see stats
Level 10
Got a character to level 10.By Rohur the Dwarf Berserker level 10
2nd Profit 122nd year of Ascendancy at 04:04 see stats
Level 20
Got a character to level 20.By Rohur the Dwarf Berserker level 20
17th Shortage 122nd year of Ascendancy at 16:41 see stats
Size matters
Did over 600 damage in one attack.By Rohur the Dwarf Berserker level 20
27th Shortage 122nd year of Ascendancy at 19:49 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Rohur the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 02:54 see stats
That was close
Killed your target while having only 1 life left.By Rohur the Dwarf Berserker level 25
25th Steel 123rd year of Ascendancy at 03:45 see stats
The Arena
Unlocked Arena mode.By Rohur the Dwarf Berserker level 12
12nd Profit 122nd year of Ascendancy at 08:42 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rohur the Dwarf Berserker level 24
14th Steel 123rd year of Ascendancy at 15:26 see stats
The secret city
Discovered the truth about mages.By Rohur the Dwarf Berserker level 16
41st Profit 122nd year of Ascendancy at 07:20 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Rohur the Dwarf Berserker level 24
14th Steel 123rd year of Ascendancy at 03:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Rohur the Dwarf Berserker level 27
39th Steel 123rd year of Ascendancy at 17:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rohur the Dwarf Berserker level 19
4th Shortage 122nd year of Ascendancy at 13:08 see stats
Log
The Master misses Rohur.
A piece of the soul of Rohur is torn apart by Impending Doom!
Rohur no longer revels in blood quite so much.
Impending Doom from The Master hits Rohur for (35 antimagic), 0 cold, (35 antimagic), 0 darkness (0 total damage).
Skeleton archer's Shoot hits Rohur for 47 physical, (15 antimagic), 0 lightning, (7 antimagic), 0 fire (47 total damage).
The Master's putrescent liquefaction area effect hits Rohur for (18 antimagic), 0 cold, (18 antimagic), 0 darkness (0 total damage).
Ghoul slows down.
Rohur loses sight!
The Master hits Rohur for (52 antimagic), 14 darkness (14 total damage).
Rohur is no longer attuned.
Rohur stops regenerating health quickly.
Rohur recovers sight.
Rohur has recovered!
Talent Infusion: Wild is ready to use.
Talent Stunning Blow is ready to use.
Impending Doom from The Master hits Rohur for (35 antimagic), 0 cold, (35 antimagic), 0 darkness (0 total damage).
Something hits Rohur for 51 physical, (15 antimagic), 0 lightning, (7 antimagic), 0 fire (51 total damage).
The Master casts Manathrust.
The Master's spell attains critical power!
Rohur attunes to the damage.
The Master hits Rohur for (52 antimagic), 181 arcane (181 total damage).
Rohur is stunned!
Something hits Rohur for (52 antimagic), 5 cold (5 total damage).
The Master's spell attains critical power!
Rohur loses sight!
The Master hits Rohur for (52 antimagic), 44 darkness (44 total damage).
Something hits Rohur for 55 physical damage.
Rohur the level 29 dwarf berserker was raked to death by a skeleton archer on level 9 of Dreadfell.

















































































































