












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
 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 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. 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 Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 18 / 78% | 
| Size | medium | 
| Lifes / Deaths | Killed by Lisymina the cutpurse at level 16 on the 12nd Dearth 122nd year of Ascendancy at 16:14/ 2 Killed by worm that walks at level 18 on the 20th Dearth 122nd year of Ascendancy at 00:04 | 
Primary Stats
| Strength | 39 (base 22) | 
| Dexterity | 8 (base 10) | 
| Constitution | 41 (base 29) | 
| Magic | 51 (base 41) | 
| Willpower | 29 (base 11) | 
| Cunning | 25 (base 10) | 
Resources
| Life | -8/736 | 
| Positive | 16/101 | 
| Stamina | 218/218 | 
| Healing Factor | 1.3881403954778 | 
| Regeneration | 17.14353388415 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Stealth | 39.108545491274 | 
| See Invisible | 42.108545491274 | 
Offense: Mainhand
| Damage | 46 | 
| Accuracy | 39 | 
| Crit Chance | 15% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 42 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +15% | 
| Light | +6% | 
| Blight | +9% | 
| Darkness | +9% | 
| Cold | +30% | 
| Nature | +8% | 
Offense: Damage Penetration
| Light | +5% | 
Defense: Base
| Armour (hardiness) | 34 (30%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 25 | 
| Physical Save | 26 | 
| Spell Save | 24 | 
| Mental Save | 20 | 
Defense: Resistances
| Lightning | + 22%( 70%) | 
| Nature | + 37%( 70%) | 
| Fire | + 17%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 8%( 70%) | 
Defense: Immunities
| Confusion Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 21% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 3 turns. Its effects scale with your Magic stat. | 
Class Talents
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe 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 | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed hummerhorn wing. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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 |  watchleader's brass lantern of health 2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +40.00 Blind- +21% Disease- +15% Confus- +10% ---------- misc Light +6 See.Stealth +5 See.Invis +8 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 7 turns. The radius will increase with your Cunning. 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. It was changed by the digestive sack. | 
| On head |  bladed iron helm of constitution (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.8 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
| Tool |  Glarespawner (dig speed 11 turns) 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Crit.mult +14.00% Phys.pwr +5 (+1 eff.) Dmg.mod +8% nature +6% light +9% darkness Res.pen +5% light Apr +5 Melee Ret 2 light On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Fatigue -7% Resists +11% nature ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.03 cold and 11.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
| On fingers |  solipsist's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+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 3 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 95% 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 neck |  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
| In main hand |  arcing steel waraxe of massacre (18-26 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage One-handed war axes. | 
| Around waist |  rough leather belt 'Camoramnir' 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +5 (+3 eff.) Mind.save +3 (+2 eff.) A belt that goes around your waist. | 
| In off hand |  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. | 
| Cloak |  thick linen cloak of the Shaloren (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Cyratira (20 def, 8 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +9% blight ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Max.HP +95.00 HP.reg +9.10 Heal.mod +16% ---------- misc Mana/s.crit +1.00 A suit of armour made of leather. | 
Inventory
|  wild infusion of the titan (res 23%; physical; dur 3; cd 10) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 | 
|  shatter afflictions rune of the warrior (absorb 59; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 218; dur 3; cd 16) 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 3 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 | 
|  copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! | 
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! | 
|  psionicist's steel ring of fire (+24%) 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Mind.save +8 (+4 eff.) Rings make your fingers look great! | 
|  steel battleaxe of phasing (18-27 power, 12 apr) 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +14% Massive two-handed battleaxes. | 
|  Healsin (45-63 power, 6 apr) 3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Psionic Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Hit: 20% Curse of Death 5 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 73 damage While equipped: Stats +2 Cun +2 Wil dps ---------- Melee Ret 10 mind Sharp, long, and deadly. | 
|  plaguebringer's dwarven-steel longsword (22-31 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego+] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. | 
|  ash magestaff (15-18 power, 3 apr, arcane element) 5.0 T2 staff 2H weapon [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 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  blighted dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 6 blight Dmg.mod +5% blight +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% blight 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. | 
|  restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 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. | 
|  dwarven-steel helm of the bounder (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.8 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  insulating iron helm of constitution (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Belomira (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- Spell.pwr +10 (+4 eff.) Res.pen +15% arcane ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +21% darkness +17% fire +13% light +7% physical Spell.save +6 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
|  impenetrable steel mail armour (2 def, 13 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  impenetrable steel mail armour of acid resistance (2 def, 11 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. | 
|  steel mail armour of cold resistance (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. | 
|  cured leather armour of fire resistance (6 def, 4 armour) 9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% fire A suit of armour made of leather. | 
|  steel plate armour (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. | 
|  Bregymandil the Dazzlewarden (0 def, 2 armour, 9-11 power, 16.5 block) 7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 Melee+ +12 light On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats +4 Cun +1 Dex ----- def ----- Armour +2 Fatigue +8% Resists +12% mind ---------- misc Light +3 Talents +1 Block Handheld deflection devices. | 
|  5 agate 0.0 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. | 
|  65 alchemist agate 0.0 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. | 
|  2 aquamarine 0.0 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 opal 0.0 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. | 
|  5 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  11 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Nathad the Smearoblivion 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% cold Melee Ret 4 light On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +3% nature ---------- 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. | 
|  brass lantern 2.0 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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 Chest 2.0 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. | 
|  acidic pouch of steel shots of accuracy (15/15, 20-23 power, 2 apr) 3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 15 On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. | 
|  focusing ash totem of summon tentacle [power 165]  (25 cooldown) 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 354 Base Damage: 178 Armor: 2 All Resist: 5 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  2 amethyst 0.0 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. | 
|  8 ametrine 0.0 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. | 
|  8 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 zircon 0.0 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
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Gnarp the Dwarf Sun Paladin level 10
8th Profit 122nd year of Ascendancy at 17:24 see stats
 Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.By Gnarp the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 07:21 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Gnarp the Dwarf Sun Paladin level 11
20th Profit 122nd year of Ascendancy at 01:39 see stats
 The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gnarp the Dwarf Sun Paladin level 15
1st Dearth 122nd year of Ascendancy at 21:47 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Gnarp the Dwarf Sun Paladin level 11
17th Profit 122nd year of Ascendancy at 21:28 see stats
 Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.By Gnarp the Dwarf Sun Paladin level 15
1st Dearth 122nd year of Ascendancy at 10:13 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Gnarp the Dwarf Sun Paladin level 17
14th Dearth 122nd year of Ascendancy at 23:28 see stats
 Unstoppable (Roguelike)
			Returned from the dead.
			Unstoppable (Roguelike)
			Returned from the dead.By Gnarp the Dwarf Sun Paladin level 16
12nd Dearth 122nd year of Ascendancy at 16:14 see stats
Log
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [19 healing].
Melee retaliation hits Worm that walks for 17 light, 17 light (33 total damage).
Worm Rot from Worm that walks hits Gnarp for 39 blight, 36 acid (75 total damage).
Epidemic from Worm that walks hits Gnarp for 52 blight damage.
Shield of Light hits Gnarp for 4 healing, 4 healing, 4 healing (0 total damage) [13 healing].
Worm that walks is a martyr.
A carrion worm mass has spawned from worm that walks' wounds!
Weapon of Wrath hits Worm that walks for 272 fire damage.
Shield of Light hits Worm that walks for 19 light, 20 cold, 60 light, 7 mind (106 total damage).
Gnarp hits Worm that walks for 27 physical, 42 light, 5 mind (74 total damage).
Worm that walks casts Acid Strike.
Gnarp instinctively hardens his skin and ignores the attack!
Gnarp repels an attack from Worm that walks.
Worm that walks damages himself through Martyrdom!
Worm that walks HEALS from  blight  damage!
Worm that walks hits Gnarp for 20 acid, 18 blight, 88 acid, 14 blight, 18 blight, 8 blight, 19 blight (185 total damage).
Shield of Light hits Gnarp for 4 healing, 4 healing, 4 healing, 4 healing, 4 healing, 4 healing, 4 healing (0 total damage) [30 healing].
Ruin hits Worm that walks for 8 healing, 8 healing, 8 healing (0 total damage) [24 healing].
Melee retaliation hits Worm that walks for 17 light, 17 light, 17 light (50 total damage).
Gnarp hits Worm that walks for 0 acid, 0 blight, 1 healing, 0 acid, 0 blight, 0 blight, 1 healing, 0 blight, 0 blight, 1 healing (0 total damage) [3 healing].
Worm that walks damages himself through Martyrdom!
Worm that walks HEALS from  blight  damage!
Worm Rot from Worm that walks hits Gnarp for 32 blight, 30 acid (61 total damage).
Epidemic from Worm that walks hits Gnarp for 43 blight damage.
Shield of Light hits Gnarp for 4 healing, 4 healing, 4 healing (0 total damage) [13 healing].
Gnarp hits Worm that walks for 0 blight, 3 healing, 0 blight, 2 healing, 0 acid (0 total damage) [4 healing].
Gnarp the level 18 dwarf sun paladin was scalded to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Gnarp!
Gnarp is free from the worm rot.















































