








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. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 1.5.9Official 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.
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 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:
Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 20 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Adiyana the large white snake at level 19 on the 25th Dusk 122nd year of Ascendancy at 04:59 3 / 2Killed by Islawe the war bear at level 20 on the 26th Dusk 122nd year of Ascendancy at 15:56 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 51 (base 48) |
| Constitution | 28 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 40 (base 38) |
Resources
| Life | 664/664 |
| Stamina | 186/186 |
| Healing Factor | 1.2563636363636 |
| Regeneration | 3.455 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 30.359939435378 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Barehand
| Damage | 66 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Acid | +3% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Lightning | +5% |
| Physical | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (36.618610747051%) |
| Defense | 37 |
| Ranged Defense | 39 |
| Fatigue | 4.5475638051044 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 25%( 70%) |
| Temporal | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 24% |
| Teleport Resistance | 20% |
| Blind Resistance | 30% |
| Silence Resistance | 10% |
| Bleed Resistance | 5% |
| Pinning Resistance | 23% |
| Disarm Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 254 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You failed to protect the lost sun paladin from death by white wolf. Escort: lost sun paladin (level 3 of Trollmire) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 Possessed. | 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. | 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 |
Equipment
| On feet | Brodugar the pair of iron boots (0 def, 7 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +7 Fatigue +2% Resists +9% nature Blind- +10% Teleport- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Thunderslice (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness Res.pen +5% lightning Acc +19 (+7 eff.) ----- def ----- Armour +2 Resists +7% darkness +3% lightning Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +26% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +14 Apr +9 Crit +14.0% Atk.spd 125% On Hit.r1 +4 light On Crit.r2 +4 lightning On Hit: 10% Perfect Control 3 On Hit: * 7% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Ivikira (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% blight +7% fire +6% lightning +6% cold Disease- +25% Stun/Frz- +5% Teleport- +5% A cap made of leather. |
| Tool | Bethygamina the Gorenull (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% nature Max.HP +22.00 ---------- misc Max.stam +17.00 Light +3 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.10 Stun/Frz- +20% Rings can have magical properties. |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +21.00 Disarm- +23% Pinning- +23% Knockbk- +23% Rings can have magical properties. |
| Around neck | copper amulet 'Harekalthosus'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% blight +3% temporal +13% mind +5% arcane Spell.save +26 (+13 eff.) Confus- +24% Amulets can have magical properties. |
| Main armor | Chalamaran (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Mind.crit +1% Melee Ret 4 light 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% blight +15% darkness Mind.save +9 (+4 eff.) Max.HP +43.00 HP.reg +1.40 Heal.mod +12% ---------- misc Light +2 A suit of armour made of leather. |
| Light source | brass lantern 'Brightspawn'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +3% acid Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% acid Max.HP +40.00 ---------- 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. |
| Cloak | Xerimina (4 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +4 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% blight Mind.save +9 (+4 eff.) Max.HP +32.00 Blind- +20% Disease- +5% Cut- +5% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | blurring hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +11 (+5 eff.) Stealth +6 Create a temporary shield that absorbs 227 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Inventory
Mucustide0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% nature ----- def ----- Fatigue -10% Resists +12% mind HP.reg +1.80 Confus- +24% Amulets can have magical properties. |
Torchwire the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% lightning +3% fire ----- def ----- Resists +11% temporal +12% cold +17% fire Pinning- +21% Knockbk- +20% Amulets can have magical properties. |
Harydan the Lightningfear0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +4 (+2 eff.) Resists +12% mind +9% lightning Rings can have magical properties. |
savior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
Emeluvena the Flareblood (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Crit.mult +11.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness +3% fire On Hit (Melee): * 8% chance to blind ----- def ----- Defense +5 (+3 eff.) Resists +3% fire Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 38.14 light damage. Staves designed for wielders of magic, by the greats of the art. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
insidious steel greatmaul of persecution (30.5-45.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Disrupt Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +28 insidious poison Against +10% Unnatural While equipped: Stats +2 Wil Massive two-handed mauls. |
Glareglamour the steel greatsword (27.5-44 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 27.5 - 44.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature +13 temporal +8 light +4 darkness On Hit.r1 +4 light On Crit.r2 +16 light While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light Massive two-handed swords. |
steel greatsword (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
thought-forged steel greatsword of dampening (24.5-39.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Psionic Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 mind On Hit: * 16% chance to cause random gloom While equipped: Stats +5 Cun +6 Wil ----- def ----- Resists +12% acid +12% fire +13% lightning +12% cold Spell.save +9 (+4 eff.) Massive two-handed swords. |
chilling steel dagger (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold Sharp, short and deadly. |
Shockrip (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid +6% nature Res.pen +10% lightning Melee Ret 16 nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% nature +6% lightning ---------- misc Equi/ret +0.80 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. |
vined mindstar 'Scaldpiety' (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature This harmonious mindstar will complement other natural mindstars. Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 mind While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +27% fire +4% nature +9% mind Res.pen +4% nature +10% mind Melee Ret 8 fire ----- def ----- Resists +4% nature ---------- misc Equi/ret +0.90 Masteries +0.20 Wild-gift/Harmony 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. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.00 to 42.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Layebrethra the steel shield (6 def, 2 armour, 42.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Disrupt While equipped: Stats +2 Dex +4 Con dps ---------- On Melee Ret: * 19% chance to reduce effective powers by 20% * 19 arcane resource burn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +12% acid +6% light +12% blight +12% fire +9% nature ---------- misc Talents +2 Block Handheld deflection devices. |
spellwoven cashmere robe of nature (+15%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +10% nature ----- def ----- Defense +2 (+1 eff.) Resists +15% nature Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +32.00 HP.reg +3.40 Heal.mod +13% A suit of armour made of leather. |
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. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazeblack (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag +3 Cun +3 Con dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Getutodur' (9 def, 16 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Acc +4 (+2 eff.) ----- def ----- Armour +16 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue +2% Resists +3% physical Crit.dmg- 15.00% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 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 31.35 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. |
Blazeclamor the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% lightning +3% fire Res.pen +10% nature On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Hit.r1 +12 lightning On Crit.r2 +4 lightning +6 fire On Hit: 10% Fire Breath 1 On Hit: * Slows global speed by 40% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Grinylagund' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% S.pwr/crit +4 Melee+ 7 nature Dmg.mod +5% nature +9% arcane Res.pen +10% arcane ----- def ----- Armour +1 Resists +6% nature ---------- misc Telepathy Dragon Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +7 nature On Hit: 10% Poison Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of light (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +12% light ----- def ----- Defense +1 (+1 eff.) Resists +18% light ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
cleansing rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% cold +6% nature ---------- misc Breathe water A cap made of leather. |
Gyran (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Melee Ret 16 mind ----- def ----- Armour +3 Fatigue +5% Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Poison- +10% Teleport- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duvithel the Corpsezeal2.0 T1 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +6% all Acc +4 (+2 eff.) Apr +6 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 HP.reg +0.20 ---------- misc Stam/turn +0.20 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 'Dawnwolf'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% physical Melee Ret 20 physical ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Stam/turn +0.40 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. |
Thunderhue the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Mind.crit +1% Dmg.mod +3% lightning Res.pen +20% mind Acc +4 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of thermal psionic shield 'Blazeire' [power 27] (28/20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +3% mind +9% lightning Melee Ret 4 mind ----- def ----- Heal/summ +10 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
Achievements
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Dangdle the Cornac Brawler level 20
26th Dusk 122nd year of Ascendancy at 08:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dangdle the Cornac Brawler level 10
2nd Flare 122nd year of Ascendancy at 02:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dangdle the Cornac Brawler level 20
25th Dusk 122nd year of Ascendancy at 10:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dangdle the Cornac Brawler level 8
1st Summertide 122nd year of Ascendancy at 22:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dangdle the Cornac Brawler level 15
4th Dusk 122nd year of Ascendancy at 16:50 see stats
Log
Poison from Islawe the war bear hits Dangdle for (10 resist armour), (196 absorbed), 0 nature (0 total damage).
Numbing Poison from Islawe the war bear hits Dangdle for (10 resist armour), (10 absorbed), 0 nature (0 total damage).
Dangdle uses Infusion: Regeneration.
Dangdle starts regenerating health quickly.
Islawe the war bear uses Slime Spit.
Dangdle speeds up.
Your shield crumbles under the damage!
The shield around Dangdle crumbles.
Dangdle slows down.
Islawe the war bear's Slime Spit hits Dangdle for (10 resist armour), (21 absorbed), 138 nature (138 total damage).
Bloated ooze misses Dangdle.
Dangdle rearms.
Dangdle is no longer poisoned.
Talent Infusion: Healing is ready to use.
Talent Double Strike is ready to use.
Poison from Islawe the war bear hits Dangdle for (10 resist armour), 196 nature (196 total damage).
Dangdle the level 20 cornac brawler was naturalised to death by Islawe the war bear on level 2 of Old Forest.
You have 3 life(s) left.
Dangdle deactivates Exploit Weakness.
Dangdle slows down.
Dangdle deactivates Striking Stance.
Dangdle speeds up.
Dangdle stops regenerating health quickly.
Dangdle stops being poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Poison from Islawe the war bear killed Dangdle!
Saving done.

























































































