











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 17 / 15% |
| Size | big |
| Lifes / Deaths | Killed by Nerathra the green mold at level 12 on the 2nd Flare 122nd year of Ascendancy at 19:41 1 / 4Killed by Garelle the slumbering poison ivy at level 15 on the 7th Dusk 122nd year of Ascendancy at 14:18 Killed by Glorarin the dreaming giant venus flytrap at level 15 on the 7th Dusk 122nd year of Ascendancy at 16:59 Killed by shadow at level 17 on the 10th Dusk 122nd year of Ascendancy at 20:31 |
Primary Stats
| Strength | 41 (base 28) |
| Dexterity | 32 (base 27) |
| Constitution | 32 (base 32) |
| Magic | 12 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 719/719 |
| Stamina | 178/178 |
| Healing Factor | 1.3824420161895 |
| Regeneration | 5.8753785688053 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 34 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +8% |
| Arcane | +3% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 40.317011280365 (72.903125182002%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 24 |
| Physical Save | 41 |
| Spell Save | 34 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Acid | + 13%( 70%) |
| Light | + 42%( 70%) |
| Cold | + 28%( 70%) |
| Mind | + 12%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 41% |
| Confusion Resistance | 61% |
| Silence Resistance | 22% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 347 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 528% 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 / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 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 met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | 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 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 |
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 | undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +20% Stun/Frz- +21% A pair of boots made of leather. |
| Light source | 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Stormquill' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Mind.crit +4% ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning ---------- misc Max.hate +2.00 Max.psi +20.00 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Tevor the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +9 (+3 eff.) Melee+ 8 light Dmg.mod +5% light Acc +5 (+3 eff.) ----- def ----- Armour +2 Resists +7% light Phys.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +20% ---------- misc Max.stam +30.00 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. |
| Tool | elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
| On fingers | savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
| Around neck | restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
| In main hand | Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | Bethythra1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +10 Mind.save +3 (+2 eff.) Max.HP +32.00 ---------- misc Stam/turn +1.00 Psi/ret +0.04 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 | linen cloak 'Teharasus' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 Confus- +20% ---------- misc Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Beludunatar' (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Res.pen +15% arcane Melee Ret 8 blight ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +7% cold +5% mind +5% arcane Mind.save +12 (+6 eff.) Max.HP +39.00 HP.reg +2.00 Heal.mod +11% ---------- misc Breathe water A suit of armour made of mail. |
Inventory
Ravensever the iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +3% fire Res.pen +5% darkness Melee Ret 4 fire ----- def ----- Resists +6% darkness Sharp, long, and deadly. |
balanced iron longsword of massacre (16-23 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
quick iron mace (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +5 (+3 eff.) Blunt and deadly. |
balanced iron dagger of erosion (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Sharp, short and deadly. |
iron dagger 'Glaredredge' (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +5% Living While equipped: Stats +5 Cun +4 Mag dps ---------- Dmg.mod +3% light +9% mind Sharp, short and deadly. |
Stormlash (17-19 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 mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy 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 12.22 to 36.67 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. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 16.92 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
impenetrable iron plate armour of clarity (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +5% mind Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
Noonrigor1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% physical Acc +10 (+4 eff.) ----- def ----- Max.HP +30.00 ---------- misc Light +3 A belt that goes around your waist. |
linen cloak 'Carrionpulverizer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +15% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Mind.save +3 (+2 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. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 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. |
pair of rough leather boots 'Dourlore' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Mind.pwr +5 (+5 eff.) Dmg.mod +6% mind +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 6% ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Floeedge (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +6% cold Res.pen +5% lightning +5% cold +10% mind Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Obsidiantrial (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +2% Resists +6% cold +6% fire +1% physical 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 of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc 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. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
mindwoven linen wizard hat of time (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+2 eff.) Dmg.mod +11% temporal ----- def ----- Defense +1 (+0 eff.) Resists +11% temporal ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Zubata the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +1 Cun dps ---------- Mind.pwr +10 (+9 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +11% light +12% darkness Crit.dmg- 5.00% ---------- misc See.Invis +6 A cap made of leather. |
Emadawyn (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +11% light +11% darkness +9% nature Blind- +10% Silence- +10% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tundrahacker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +15 (+12 eff.) Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% mind Phys.save +11 (+3 eff.) Mind.save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Starpunish' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +10 (+4 eff.) Dmg.mod +6% light Res.pen +20% mind ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
4 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. |
4 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. |
102 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe 'Blizzardweeper' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag +2 Wil +1 Con dps ---------- Res.pen +20% cold ----- def ----- Resists +3% blight +3% darkness Max.HP +22.00 ---------- misc Max.stam +17.00 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 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By erku the Ogre Bulwark level 10
1st Summertide 122nd year of Ascendancy at 23:22 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By erku the Ogre Bulwark level 9
1st Summertide 122nd year of Ascendancy at 01:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By erku the Ogre Bulwark level 9
7th Mirth 122nd year of Ascendancy at 00:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By erku the Ogre Bulwark level 15
7th Dusk 122nd year of Ascendancy at 12:59 see stats
Log
Erku slows down.
erku hits Shadow for 0 blight, 0 physical, 0 light, 0 light (0 total damage).
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Shadow for 0 blight damage.
Shadow hits erku for 16 physical damage.
Beliwe the honey tree uses Summon.
Beliwe the honey tree summons Bee swarm!
Shadow casts Blindside.
Shadow hits erku for 16 physical damage.
Melee retaliation hits Shadow for 9 blight damage.
erku the level 17 ogre bulwark was tortured to death by a shadow on level 3 of Norgos Lair.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Shadow killed erku!
Saving game...
Talent Block is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Talent Last Stand is ready to use.
Talent Repulsion is ready to use.
Talent Shield Wall is ready to use.
Talent Infusion: Movement is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.







































































