









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!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 ZOmnibus Addon Pack 1.5.0Combines 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 1.5.9Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Berserker |
| Level / Exp | 23 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Betoreth the snow giant boulder thrower at level 21 on the 52nd Regrowth 123rd year of Ascendancy at 19:44 0 / 5Killed by Glenne the wolf at level 21 on the 53rd Regrowth 123rd year of Ascendancy at 00:05 Killed by Isalrath the slaver at level 22 on the 18th Pyre 123rd year of Ascendancy at 16:10 Killed by Ivathra the cute little bunny at level 23 on the 44th Pyre 123rd year of Ascendancy at 07:06 Killed by Velosebeth the cute little bunny at level 23 on the 44th Pyre 123rd year of Ascendancy at 09:35 |
Primary Stats
| Strength | 68 (base 33) |
| Dexterity | 51 (base 44) |
| Constitution | 64 (base 34) |
| Magic | 16 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | 972/972 |
| Stamina | 176/176 |
| Healing Factor | 1.5961538461538 |
| Regeneration | 8.5674307509282 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 44 |
| Crit Chance | 23% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Physical | +6% |
| Blight | +4% |
| Arcane | +18% |
| Darkness | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 36.317011280365 (73.452380952381%) |
| Defense | 24 |
| Ranged Defense | 30 |
| Fatigue | 6 |
| Physical Save | 40 |
| Spell Save | 10 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | + 36%( 70%) |
| Blight | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| Acid | + 29%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 80% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 320 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 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. | 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 | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Beluta the black bear. Escort: repented thief (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Toreruilar the pair of iron boots (2 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Acc +6 (+2 eff.) Apr +1 ----- def ----- Armour +5 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Max.HP +40.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Adotta2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +8 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) 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. |
| On head | Umbrabolt (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% darkness Res.pen +10% lightning On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness +15% lightning Phys.save +9 (+3 eff.) Mind.save +8 (+6 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Chargeguile the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +18% arcane +12% lightning Res.pen +5% lightning Melee Ret 4 arcane On Hit (Melee): * 30% chance to daze at end of turn Rings can have magical properties. |
| On fingers | Isekira0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Apr +3 ----- def ----- Die.at -80.00 life HP.reg +1.70 Stun/Frz- +24% Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Kindleslicer (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 acid +12 fire On Crit.r2 +8 blight On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +20% fire Melee Ret 4 blight ----- def ----- Resists +6% blight Massive two-handed mauls. |
| On hands | iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Siladheth the Ravenbrawn (3 def, 14 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +4% Phys.pwr +11 (+3 eff.) Spell.pwr +13 (+6 eff.) Mind.pwr +13 (+7 eff.) Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +10% Resists +21% acid +14% lightning Phys.save +7 (+3 eff.) Heal.mod +15% ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 102)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Flashrune0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Resists +3% blight +18% lightning Spell.save +12 (+11 eff.) Amulets can have magical properties. |
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets can have magical properties. |
Xybeth the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Wil +2 Mag dps ---------- Crit.mult +5.00% Melee Ret 8 blight ----- def ----- Fatigue -5% Resists +10% lightning HP.reg +1.70 Stun/Frz- +20% ---------- misc Max.vim +10.00 Amulets can have magical properties. |
Thunderrock0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% blight Phasing +40% On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Spell.save +30 (+20 eff.) ---------- misc Max.mana +40.00 Masteries +0.28 Technique/Berserker's strength Amulets can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
warrior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +6 Resists +22% acid Rings can have magical properties. |
Eremondur0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% lightning ----- def ----- Resists +24% lightning ---------- misc Max.hate +8.00 Telepathy Dragon Rings can have magical properties. |
titan's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+2 eff.) Rings can have magical properties. |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +25.00 Disarm- +20% Pinning- +28% Knockbk- +22% Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 78.10 physical damage to all targets in line, and inflicting bleeding for another 39.05 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
earthen elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Armour +3 Hardiness +2% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ulfedelar the dwarven-steel greatmaul (52.5-78.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 52.5 - 78.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str +1 Dex +2 Wil ----- def ----- Resists +6% blight +3% cold Spell.save +6 (+6 eff.) ---------- misc Telepathy Humanoid/Orc Massive two-handed mauls. |
iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
arcing dwarven-steel greatsword of daylight (37-59.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 lightning +10 light Against +10% Undead On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
dwarven-steel longsword of persecution (20.5-28.7 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Against +11% Unnatural While equipped: Stats +3 Wil Sharp, long, and deadly. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
gifted thorny mindstar (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.2 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 153% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Ragygar (19/19, 43-60.2 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Nature/Master Power 43.0 - 60.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +16 mind +12 temporal +12 nature +12 cold On Hit.r1 +8 mind On Crit.r2 +4 mind Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots (17/17, 35-42 power, 3 apr)3.0 T3 shot ammo [Normal] Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
icy steel shield of physical resistance (+10%) (6 def, 2 armour, 39.5 block)7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +10% physical ---------- misc Talents +2 Block Handheld deflection devices. |
spiked drakeskin leather armour (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% 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. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +6% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Airumbra the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +5% fire +9% darkness +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
prismatic hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A cap made of leather. |
Glowstake (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% light Res.pen +10% acid Melee Ret 20 acid On Hit (Melee): * 30% chance to blind * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Ivuyalle' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +6 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Armour +0 Defense +9 (+4 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 36.03 fire and 38.19 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Murin the dwarven-steel helm (0 def, 10 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Fatigue +4% Resists +10% cold Max.HP +20.00 ---------- misc See.Invis +12 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sepsisguile the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% nature +6% mind Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +11% cold +11% physical Phys.save +7 (+3 eff.) Mind.save +30 (+17 eff.) ---------- misc Equi/ret +0.16 Max.hate +4.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
303 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 +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. |
brass lantern 'Gloremiwe'2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +1 Mag +1 Cun ---------- misc Light +5 Infravis +1 See.Invis +3 Telepathy Humanoid/Orc 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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +4 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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
hateful iron torque of kinetic psionic shield [power 25] (8/20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bersool the Ghoul Berserker level 13
35th Dusk 122nd year of Ascendancy at 10:43 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Bersool the Ghoul Berserker level 21
52nd Regrowth 123rd year of Ascendancy at 00:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Bersool the Ghoul Berserker level 20
21st Regrowth 123rd year of Ascendancy at 02:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bersool the Ghoul Berserker level 10
2nd Dusk 122nd year of Ascendancy at 21:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bersool the Ghoul Berserker level 20
20th Regrowth 123rd year of Ascendancy at 19:40 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bersool the Ghoul Berserker level 16
12nd Haze 122nd year of Ascendancy at 07:37 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Bersool the Ghoul Berserker level 22
43rd Pyre 123rd year of Ascendancy at 02:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bersool the Ghoul Berserker level 10
4th Dusk 122nd year of Ascendancy at 04:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bersool the Ghoul Berserker level 14
60th Dusk 122nd year of Ascendancy at 08:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bersool the Ghoul Berserker level 20
27th Regrowth 123rd year of Ascendancy at 02:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bersool the Ghoul Berserker level 14
60th Dusk 122nd year of Ascendancy at 21:42 see stats
Log
Today is the 44th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:36.
Talent Berserker Rage is ready to use.
Talent Vitality is ready to use.
Talent Rune: Shielding is ready to use.
Talent Retch is ready to use.
































































































