













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! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Golem Gender 1.7.0Allows the Alchemist's golem to be created as female or neuter rather than the default male, via the "Customize" option on the character creation dialog. This is a purely cosmetic modification, altering the golem's appearance and log messages describing the golem's actions. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 23 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Diggy Diggy hole at level 18 on the 43rd Dearth 122nd year of Ascendancy at 08:17 0 / 6Killed by Polekira the gigantic corrosive tunneler at level 18 on the 44th Dearth 122nd year of Ascendancy at 02:40 Killed by Headless Horseman at level 20 on the 24th Gold 123rd year of Ascendancy at 06:38 Killed by snow giant boulder thrower at level 20 on the 29th Gold 123rd year of Ascendancy at 10:57 Killed by cold drake at level 22 on the 30th Gold 123rd year of Ascendancy at 16:22 Killed by Urkis, the High Tempest at level 23 on the 33rd Stralite 123rd year of Ascendancy at 07:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 45) |
| Dexterity | 21 (base 12) |
| Constitution | 71 (base 51) |
| Magic | 19 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -79/1026 |
| Stamina | 116/196 |
| Healing Factor | 1.381801953332 |
| Regeneration | 18.324485851162 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 11 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 35 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Physical | +8% |
| Nature | +14% |
| Arcane | +8% |
| Fire | +11% |
| All | +2% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 56.084537089062 (100%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 34 |
| Physical Save | 63 |
| Spell Save | 46 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 22%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 24%( 70%) |
| Lightning | + 17%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 29% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| On feet | dreamer's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +6 Cun ----- def ----- Armour +3 Phys.save +5 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 85% 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. A pair of boots made of leather. |
| Quiver | Gunidig the Dawnfame (19/19, 12-17 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 12.0 - 16.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Proj.spd +200% Ranged+ +4 light +12 fire On Hit.r1 +16 light On Crit.r2 +16 light On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Scorpiontooth the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +12% nature +6% physical Apr +1 Melee Ret 4 fire ----- def ----- Armour +4 Defense +5 (+3 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Munaridor' (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +2 Str +1 Dex +1 Cun +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
| On hands | Ximira (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Mag dps ---------- Mind.crit +5% Acc +12 (+4 eff.) Melee Ret 10 mind ----- def ----- Armour +2 Fatigue +3% Mind.save +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eilinorena the yew totem of thorny skin [power 37] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +12% acid HP.reg +4.00 Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Chillpyre'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% mind Melee Ret 10 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind +6% cold HP.reg +4.00 Stun/Frz- +29% Rings make your fingers look great! |
| Around neck | copper amulet 'Nerodhekira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Mag ----- def ----- Resists +16% mind Confus- +22% Teleport- +10% Amulets make your neck look great! |
| In main hand | steel longsword 'Unremadur' (24-34 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Defense +20 (+10 eff.) Max.HP +40.00 Disease- +20% Sharp, long, and deadly. |
| Around waist | Charwalker the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +5 Mag +3 Cun +6 Lck dps ---------- Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
| In off hand | steel shield 'Gorehor' (0 def, 15 armour, 14-17 power, 117 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +117 On Crit.r2 +12 mind While equipped: Stats +2 Wil +8 Con dps ---------- Spell.crit +1% Melee+ 12 lightning Dmg.mod +6% arcane Melee Ret 1 lightning ----- def ----- Armour +15 Fatigue +8% Phys.save +15 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Umbraflash the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +2 (+1 eff.) Resists +6% mind +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Islana the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Mind.pwr +20 (+9 eff.) Dmg.mod +12% acid ----- def ----- Armour +11 Fatigue +22% Resists +7% physical Phys.save +12 (+3 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Winterquill0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +6% arcane +9% mind Res.pen +10% arcane Melee Ret 10 arcane 4 cold ----- def ----- Resists +6% cold +24% fire Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Festeredge the steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +16 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% fire Phasing +20% ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Vim/s.crit +2.00 Massive two-handed swords. |
iron longsword of projection (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
shimmering ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.14 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe of paradox (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 temporal While equipped: ----- def ----- Resists +5% temporal One-handed war axes. |
Shimmerradiance (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +6 Dex dps ---------- Dmg.mod +18% lightning Res.pen +15% light Melee Ret 4 darkness ----- def ----- Armour +3 Resists +12% lightning +6% darkness Stealth +8 A pair of boots made of leather. |
Sunrazor (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Melee+ 6 physical Dmg.mod +3% fire +4% physical Acc +30 (+10 eff.) ----- def ----- Armour +7 Fatigue +1% Phys.save +6 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
exposing iron shield of arcane resistance (+11%) (0 def, 2 armour, 8-9 power, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Disrupt/Psionic When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 22 On Melee Ret: * 12% chance to reduce all saves and defense by 22 ----- def ----- Armour +2 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
11 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. |
203 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+1 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
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. |
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. |
5 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 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. |
12 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. |
8 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. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Diggy Diggy hole the Dwarf Bulwark level 19
7th Loss 122nd year of Ascendancy at 23:41 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Diggy Diggy hole the Dwarf Bulwark level 20
24th Gold 123rd year of Ascendancy at 10:00 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Diggy Diggy hole the Dwarf Bulwark level 18
7th Dearth 122nd year of Ascendancy at 07:00 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Diggy Diggy hole the Dwarf Bulwark level 19
5th Iron 123rd year of Ascendancy at 15:02 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Diggy Diggy hole the Dwarf Bulwark level 10
31st Voratun 122nd year of Ascendancy at 13:04 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Diggy Diggy hole the Dwarf Bulwark level 20
24th Gold 123rd year of Ascendancy at 00:02 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Diggy Diggy hole the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 14:41 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Diggy Diggy hole the Dwarf Bulwark level 20
24th Gold 123rd year of Ascendancy at 06:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Diggy Diggy hole the Dwarf Bulwark level 15
14th Profit 122nd year of Ascendancy at 13:06 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Diggy Diggy hole the Dwarf Bulwark level 17
40th Profit 122nd year of Ascendancy at 03:07 see stats
Log
Diggy Diggy hole hits Gwelgoroth for 75 physical, 0 lightning, 98 physical (173 total damage).
Melee retaliation hits Diggy Diggy hole for 7 lightning, 7 lightning (14 total damage).
Diggy Diggy hole killed Gwelgoroth!
Thunderstorm hits Diggy Diggy hole for 26 lightning damage.
Urkis, the High Tempest channels a cone of lightning energy through his ash starstaff!
Urkis, the High Tempest hits Diggy Diggy hole for 58 lightning damage.
Thunderstorm hits Diggy Diggy hole for 30 lightning damage.
Urkis, the High Tempest casts Ice Shards.
Diggy Diggy hole uses Infusion: Regeneration.
Diggy Diggy hole starts regenerating health quickly.
Diggy Diggy hole shrugs off the effect 'Wet'!
Urkis, the High Tempest's Ice Shards hits Diggy Diggy hole for 153 cold damage.
Diggy Diggy hole resists!
Thunderstorm hits Diggy Diggy hole for 26 lightning damage.
Urkis, the High Tempest casts Shock.
Diggy Diggy hole uses Resilience of the Dwarves.
Diggy Diggy hole 's skin turns to stone.
Diggy Diggy hole resists!
Diggy Diggy hole shrugs off the effect 'Shocked'!
Diggy Diggy hole is no longer attuned.
Urkis, the High Tempest's Shock hits Diggy Diggy hole for 120 lightning damage.
Diggy Diggy hole attunes to the damage.
Diggy Diggy hole is caught inside a Hurricane.
Thunderstorm hits Diggy Diggy hole for 44 lightning damage.
Diggy Diggy hole resists Urkis, the High Tempest's 'Dazed'!
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Diggy Diggy hole for 214 lightning damage.
Diggy Diggy hole the level 23 dwarf bulwark was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.















































































