













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: 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:
Items Vault 1.7.0Donators/Buyers bonus! Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 26 / 41% |
| Size | big |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 14 on the 17th Dusk 122nd year of Ascendancy at 05:43 1 / 6Killed by worm that walks at level 16 on the 55th Dusk 122nd year of Ascendancy at 01:05 Killed by Urkis, the High Tempest at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 08:56 Killed by Urkis, the High Tempest at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 10:23 Killed by Lord of Skulls (warrior) at level 26 on the 4th Pyre 123rd year of Ascendancy at 16:00 Killed by LOLDEN at level 26 on the 4th Pyre 123rd year of Ascendancy at 16:05 |
Primary Stats
| Strength | 61 (base 53) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 92 (base 57) |
| Willpower | 11 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | 760/760 |
| Positive | 125/125 |
| Stamina | 178/178 |
| Healing Factor | 1.1172674059367 |
| Regeneration | 5.8656538811678 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -62% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 31 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +8% |
| Light | +36% |
| Nature | +9% |
| Blight | +3% |
| Physical | +3% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Light | +39% |
| Nature | +20% |
| Blight | +10% |
| Cold | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.551211628464 (73.607947236566%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 43 |
| Physical Save | 41 |
| Spell Save | 41 |
| Mental Save | 34 |
Defense: Resistances
| Acid | -15%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 52%( 70%) |
| All | 0%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 17%( 70%) |
| Mind | + 11%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Knockback Resistance | 50% |
| Confusion Resistance | 10% |
| Stun Resistance | 26% |
| Pinning Resistance | 10% |
| Poison Resistance | 30% |
| Blind Resistance | 67% |
Inscriptions (4/4)
| 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 126 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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 Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+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 Magic 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 fire 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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. * You've found the needed vial of wight ectoplasm. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Urthikor the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +3% nature Physical save: +11 (+4 eff.) Mental save: +11 (+5 eff.) Poison immunity: +10% Disarm immunity: +10% Knockback immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | AderaPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +1% physical / +9% darkness / +3% blight / +3% mind / +5% arcane Changes damage: +8% light Damage affinity(heal): +5% light Reduces incoming crit damage: 15.00% Pinning immunity: +10% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 219.06 light damage. At talent level 3 you gain 31% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blackmalice (10 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +4% Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances: +1% physical / +3% darkness / +15% cold Changes damage: +3% physical Physical save: +9 (+3 eff.) Mental save: +9 (+4 eff.) Poison immunity: +20% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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. |
| On hands | voratun gauntlets 'Snowpulverizer' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): 12 mind / 11 nature Damage when hit (Melee): 2 blight / 4 cold Changes stats: +4 Cun Changes resistances: +7% darkness / +6% blight / +3% cold / +7% nature / +8% mind Changes resistances penetration: +5% cold Changes damage: +3% blight / +8% mind / +9% nature Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 138 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Lustrequeller the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun / +1 Con Changes resistances: +9% light Changes resistances penetration: +20% nature / +5% light Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
| On fingers | SalemimaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Defense: +17 (+9 eff.) Changes stats: +2 Str / +3 Con Critical mult.: +5.00% Only die when reaching: -20.00 life Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 334 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | Polemina the dwarven-steel longsword (22-31 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 fire damage (1/turn) Damage (Melee): +20 blight When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +10% fire Changes damage: +5% fire Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+1 eff.) Sharp, long, and deadly. |
| Around waist | Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In off hand | icy stralite shield of winter (0 def, 8 armour, 50-59 power, 146 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +14 cold When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 15 cold Damage when hit (Melee): 7 ice On shield block: * Deals 32 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +12% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Beluvena' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +22% cold Changes resistances penetration: +10% blight Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
enraging copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% physical Blindness immunity: +13% Infravision radius: +2 Sight radius: +2 See invisible: +6 Combat speed: +10% Amulets make your neck look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 17 light Changes stats: +2 Mag Changes damage: +12% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel battleaxe 'Chykalthorim' (22-32 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Str / +3 Wil Changes resistances: +12% blight Changes damage: +15% blight Massive two-handed battleaxes. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
This item will automatically be transmogrified when you leave the level.mighty hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +16 lightning When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes damage: +11% lightning Slings are used to hurl stones or metal shots at your foes. |
Wrathroot's Barkwood (9 def, 10 armour, 24-33 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 23.5 - 32.9 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level.stargazer's cashmere robe of the mind (+15%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% mind / +11% all Changes damage: +5% light / +7% darkness / +15% mind Spellpower: +7 (+1 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Murkclash' (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 35% Changes stats: +9 Str / +1 Dex / +2 Mag / +9 Wil / +4 Cun Changes resistances: +25% blight / +15% physical / +44% darkness Maximum life: +44.00 Light radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
steel mail armour 'Kilnkiller' (12 def, 13 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +12 (+6 eff.) Fatigue: +12% Damage when hit (Melee): 4 fire Changes resistances: +3% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Teleport immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour 'Deepslady' (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 8 darkness Changes stats: +5 Wil Changes resistances: +21% temporal Changes resistances penetration: +15% arcane Changes damage: +9% fire Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+5 eff.) A suit of armour made of mail. |
dwarven-steel plate armour of the deep (0 def, 13 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Glorobeth the Flowervein (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +19 (+8 eff.) Physical power: +5 (+2 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 nature Changes stats: +3 Con Changes resistances: +2% physical Changes damage: +12% cold Maximum life: +66.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremayon the hardened leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+7 eff.) Physical power: +25 (+8 eff.) Armour: +6 Damage (Melee): 8 fire Changes stats: +2 Con Changes resistances: +7% fire Changes resistances penetration: +5% physical Changes damage: +5% fire Maximum stamina: +10.00 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. |
Eilinille the Purelace (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+9 eff.) Physical crit. chance: +1.0% Armour: +3 Fatigue: +1% Damage when hit (Melee): 6 nature Changes stats: +3 Dex Maximum stamina: +30.00 Infravision radius: +2 A cap made of leather. |
dwarven-steel pickaxe 'Corruptionstreak' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 9% Changes stats: +2 Str Changes resistances: +9% fire / +12% nature / +7% physical Changes resistances penetration: +10% darkness Changes damage: +3% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 142% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
overpowered dwarven-steel torque of mindblast [power 435] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 470 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By LOLDEN the Ogre Sun Paladin level 7
9th Mirth 122nd year of Ascendancy at 03:47 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By LOLDEN the Ogre Sun Paladin level 20
4th Regrowth 123rd year of Ascendancy at 10:32 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By LOLDEN the Ogre Sun Paladin level 25
74th Regrowth 123rd year of Ascendancy at 21:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By LOLDEN the Ogre Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 16:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By LOLDEN the Ogre Sun Paladin level 20
4th Regrowth 123rd year of Ascendancy at 10:27 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By LOLDEN the Ogre Sun Paladin level 19
5th Decay 122nd year of Ascendancy at 22:29 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By LOLDEN the Ogre Sun Paladin level 24
51st Regrowth 123rd year of Ascendancy at 05:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By LOLDEN the Ogre Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 16:04 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By LOLDEN the Ogre Sun Paladin level 23
30th Regrowth 123rd year of Ascendancy at 02:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By LOLDEN the Ogre Sun Paladin level 6
79th Pyre 122nd year of Ascendancy at 20:21 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By LOLDEN the Ogre Sun Paladin level 23
49th Regrowth 123rd year of Ascendancy at 00:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By LOLDEN the Ogre Sun Paladin level 18
24th Haze 122nd year of Ascendancy at 07:37 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By LOLDEN the Ogre Sun Paladin level 26
4th Pyre 123rd year of Ascendancy at 16:05 see stats
Log
Orc necromancer is no longer out of phase.
Lord of Skulls (warrior) is free from the ice.
Lord of Skulls (warrior) uses Shield Pummel.
LOLDEN's armor corrodes!
Lord of Skulls (warrior) resists the blinding light!
LOLDEN resists the shield bash!
Lord of Skulls (warrior) hits LOLDEN for 25 physical, 17 acid, 33 physical, 17 acid (92 total damage).
Melee retaliation hits Lord of Skulls (warrior) for 17 light, 4 light, 2 acid, 1 light, 1 blight, 2 light, 1 cold, 3 light, 1 cold, 17 light, 4 light, 2 acid, 1 light, 1 blight, 2 light, 1 cold, 3 light, 1 cold (66 total damage).
Orc necromancer misses LOLDEN.
Armoured skeleton warrior resists the blinding light!
Melee retaliation hits Armoured skeleton warrior for 15 light, 3 light, 2 acid, 1 light, 0 blight, 2 light, 1 cold, 3 light, 2 cold (28 total damage).
Armoured skeleton warrior hits LOLDEN for 66 physical, 8 blight, 5 temporal (79 total damage).
LOLDEN casts Wave of Power.
LOLDEN hits Armoured skeleton warrior for 44 light, 20 fire (64 total damage).
LOLDEN hits Lord of Skulls (warrior) for 51 light, 35 fire (86 total damage).
LOLDEN hits Orc necromancer for 42 light, 22 physical, 8 light, 5 blight, 6 light, 3 cold, 5 light, 3 nature, 2 light, 2 mind, 44 light, 18 fire (159 total damage).
Psy Worm from Elama the skeleton master archer hits LOLDEN for 67 mind damage.
Orc necromancer stops surging mana.
Lord of Skulls (warrior) hits LOLDEN for 92 physical damage.
Melee retaliation hits Lord of Skulls (warrior) for 17 light, 4 light, 2 acid, 1 light, 1 blight, 2 light, 1 cold, 3 light, 1 cold (33 total damage).
LOLDEN the level 26 ogre sun paladin was ground to death by a Lord of Skulls (warrior) on level 6 of Dreadfell.
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.
Lord of Skulls (warrior) killed LOLDEN!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!
















































































