












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 30 / 10% |
| Size | small |
| Lifes / Deaths | Killed by storm drake at level 26 on the 44th Regrowth 123rd year of Ascendancy at 20:33 5 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 79 (base 60) |
| Constitution | 18 (base 10) |
| Magic | 20 (base 20) |
| Willpower | 19 (base 11) |
| Cunning | 63 (base 48) |
Resources
| Life | 734/734 |
| Stamina | 214/214 |
| Healing Factor | 1.2211363549267 |
| Regeneration | 14.969306894301 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 16 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 78 |
| Crit Chance | 45% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +20% |
| Cold | +4% |
| Blight | +6% |
| Physical | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 35.719009130622 (87.119619632959%) |
| Defense | 82 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 43%( 70%) |
| Acid | + 10%( 70%) |
| Darkness | + 17%( 70%) |
| Temporal | + 35%( 70%) |
| Cold | + 36%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 39%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 42% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 379 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
| talent | Apply Poison |
| talent | Insidious Poison |
| talent | Numbing Poison |
| talent | Bombardment |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of focus · Ungrol of Last Hope's elixir of foundations |
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 +5. | done |
You failed to protect the lost tinker from death by Silidata the copperhead snake. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)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 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 |
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 Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 219. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed pouch of bone giant dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Ungrol 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 pouch of luminous horror dust. * You've found the needed orc heart. * You've found the needed vampire lord fang. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
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 | blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +3 A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Relgurak1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Defense +20 (+4 eff.) Resists +18% lightning Spell.save +6 (+3 eff.) Blind- +38% Disease- +20% Confus- +22% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +8 See.Stealth +16 See.Invis +16 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Burning Pain (8 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +8 (+1 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 2.0 Pwr.cost 38 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 40.02 fire and 35.35 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. |
| On hands | polar drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Mind.crit +10% Crit.mult +12.00% Melee+ 8 cold Dmg.mod +4% cold ----- def ----- Armour +3 Resists +7% cold 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 | Olilen the elven-wood wand of shielding [power 428] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +12% lightning +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +3.00 Max.stam +30.00 Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Runomarach the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Cun dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +3% mind Res.pen +5% physical ----- def ----- Defense +18 (+3 eff.) Rings make your fingers look great! |
| On fingers | gold ring 'Fulurevon'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +8 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +6% physical Acc +20 (+4 eff.) Apr +4 Rings make your fingers look great! |
| Around neck | Armagorn0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Acc +25 (+5 eff.) ----- def ----- Phys.save +9 (+4 eff.) Die.at -80.00 life HP.reg +4.00 Amulets make your neck look great! |
| In main hand | reinforced leather sling 'Blackripper'4.0 T4 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +5 Str +2 Dex dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +20% darkness ----- def ----- Defense +10 (+2 eff.) Phys.save +3 (+1 eff.) Max.HP +80.00 Heal.mod +15% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | grounding hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +7% lightning +6% temporal Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Timekeeper (14 def, 5 armour, 35-38 power, 90 block) Timekeeper (14 def, 5 armour, 35-38 power, 90 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 35.0 - 38.5 Physical Uses 100% Str Crit +5.0% Block +90 While equipped: ----- def ----- Armour +5 Defense +14 (+3 eff.) Rng.Def +11 (+2 eff.) Fatigue +6% Resists +17% temporal +17% darkness +17% cold Teleport- +100% ---------- misc Talents +4 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
| Cloak | wyrmwaxed 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 (+0 eff.) Resists +5% acid +6% fire +6% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Samyleg (6 def, 16 armour)9.0 T2 light armor [Random Unique] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 7 fire On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +16 Defense +6 (+1 eff.) Fatigue +7% Resists +5% acid +12% physical +13% fire +6% temporal +6% cold HP.reg +3.10 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; lightning, temporal, blight, cold, physical)0.1 rune scroll [Unique] 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 create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 5 temporal, 4 blight, 5 cold, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Armugen the Shocknoon0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +15% lightning Melee Ret 2 lightning ----- def ----- Resists +21% lightning +3% mind Stun/Frz- +31% ---------- misc Light +2 Amulets make your neck look great! |
savior's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +11 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
warrior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel onyx ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str +9 Dex +3 Mag +3 Wil +8 Cun +3 Con dps ---------- Acc +7 (+1 eff.) Rings make your fingers look great! |
gold onyx ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +6 Mag +3 Wil +3 Cun +3 Con dps ---------- Melee+ 12 light Ranged+ 20 light Dmg.mod +13% light Rings make your fingers look great! |
psionicist's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+2 eff.) Mind.save +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon Reqs Wil 25 Str 25 [Unique] Nature/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +23 mind +7 nature On Hit: * 14% chance to reduce all saves and defense by 24 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +30 (+11 eff.) Dmg.mod +10% mind +10% physical Res.pen +10% lightning ---------- misc Psi/turn +0.10 Max.hate +10.00 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Dawnwither4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit.r1 +4 light While equipped: Stats +3 Str +3 Dex +3 Mag +2 Cun ----- def ----- Resists +9% nature ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. |
noble's hardened leather belt of life1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Cun +4 Wil dps ---------- Against +21% Summoned ----- def ----- D.Red.from +23% Summoned HP.reg +0.70 Heal.mod +15% A belt that goes around your waist. |
regal cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+0 eff.) Mind.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
8 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
250 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. |
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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
evasive stralite torque of mindblast [power 345] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 355 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
extending elven-wood wand of shielding [power 350] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fellee the Halfling Skirmisher level 10
34th Dusk 122nd year of Ascendancy at 18:00 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Fellee the Halfling Skirmisher level 18
1st Decay 122nd year of Ascendancy at 11:08 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fellee the Halfling Skirmisher level 20
3rd Allure 123rd year of Ascendancy at 16:05 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fellee the Halfling Skirmisher level 26
46th Regrowth 123rd year of Ascendancy at 00:33 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fellee the Halfling Skirmisher level 23
25th Regrowth 123rd year of Ascendancy at 13:27 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fellee the Halfling Skirmisher level 10
34th Dusk 122nd year of Ascendancy at 17:58 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fellee the Halfling Skirmisher level 20
4th Decay 122nd year of Ascendancy at 09:38 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Fellee the Halfling Skirmisher level 30
79th Regrowth 123rd year of Ascendancy at 18:11 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Fellee the Halfling Skirmisher level 20
6th Decay 122nd year of Ascendancy at 01:58 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Fellee the Halfling Skirmisher level 28
54th Regrowth 123rd year of Ascendancy at 07:50 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Fellee the Halfling Skirmisher level 24
35th Regrowth 123rd year of Ascendancy at 15:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Fellee the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 01:32 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Fellee the Halfling Skirmisher level 23
29th Regrowth 123rd year of Ascendancy at 10:48 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fellee the Halfling Skirmisher level 25
43rd Regrowth 123rd year of Ascendancy at 05:27 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Fellee the Halfling Skirmisher level 20
5th Decay 122nd year of Ascendancy at 01:38 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Fellee the Halfling Skirmisher level 28
65th Regrowth 123rd year of Ascendancy at 01:28 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Fellee the Halfling Skirmisher level 29
78th Regrowth 123rd year of Ascendancy at 10:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fellee the Halfling Skirmisher level 17
34th Haze 122nd year of Ascendancy at 06:06 see stats
Log
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Something misses Fellee.
Ran for 2 turns (stop reason: hostile spotted to the southeast (banshee)).
Fellee shoots!
Fellee's Shoot performs a ranged critical strike against Banshee!
Banshee slows down.
Fellee's Shoot performs a ranged critical strike against Banshee!
Fellee's Shoot hits Banshee for 43 physical, 17 mind, 5 fire (65 total damage).
Fellee's Shoot hits Banshee for 89 physical, 17 mind, 5 fire (111 total damage).
Fellee's Shoot hits Banshee for 86 physical, 17 mind, 5 fire (108 total damage).
Fellee cleverly deflects the attack with her shield!
Fellee repels an attack from Banshee.
Fellee uses Bash and Smash.
Fellee performs a melee critical strike against Banshee!
Fellee hits Banshee for 55 physical damage.
Fellee killed Banshee!
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Talent Bash and Smash is ready to use.
Ran for 3 turns (stop reason: hostile spotted to the south (elder vampire - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).






























































































