












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. 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:
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: 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 Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Adventurer |
| Level / Exp | 27 / 36% |
| Size | small |
| Lifes / Deaths | Killed by The Master at level 27 on the 40th Pyre 123rd year of Ascendancy at 10:40 / 2Killed by The Master at level 27 on the 40th Pyre 123rd year of Ascendancy at 10:46 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 57 (base 38) |
| Constitution | 46 (base 24) |
| Magic | 28 (base 12) |
| Willpower | 23 (base 12) |
| Cunning | 100 (base 58) |
Resources
| Life | -149/802 |
| Mana | 321/321 |
| Stamina | 226/236 |
| Healing Factor | 1.2567804250993 |
| Regeneration | 0.31419510627491 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 69 |
| Crit Chance | 50% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 69 |
| Crit Chance | 46% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Physical | +22% |
| Arcane | +10% |
| All | 0% |
| Nature | +23% |
Offense: Damage Penetration
| Physical | +7% |
| Darkness | +10% |
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41 (89.516728982928%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 24 |
| Mental Save | 42 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Physical | + 26%( 70%) |
| Arcane | + 20%( 70%) |
| Mind | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Poison Resistance | 34% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 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 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Assassination | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 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. | active |
You failed to protect the lone alchemist from death by Ce'Nara the umber hulk. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by large white snake. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by ritch flamespitter. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Possessed. | 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. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 160. | 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. | 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 the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of fire wyrm saliva. * You've found the needed length of troll intestine. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 orc heart. * You've found the needed vial of squid ink. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Niduzor (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +7 Lck +1 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Apr +3 ----- def ----- Armour +1 Resists +12% mind Stealth +6 A pair of boots made of leather. |
| Quiver | Eilineseba the Obsidianhunter (13/13, 22-30 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Ranged+ +12 cold On Crit.r2 +4 blight +4 cold +4 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +49.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Adiriassra the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Str +3 Mag +2 Con dps ---------- Crit.mult +20.00% Dmg.mod +10% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +3 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +14 (+4 eff.) ----- def ----- Armour +6 Mind.save +10 (+4 eff.) Max.HP +40.00 Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Max.HP +23.00 Disarm- +28% Pinning- +32% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 97.90 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Rhanarinik1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Mag +5 Wil +9 Cun dps ---------- Against +26% Summoned ----- def ----- Resists +5% arcane D.Red.from +29% Summoned A belt that goes around your waist. |
| In off hand | truestriking steel dagger of enduring (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +7% physical Acc +5 (+1 eff.) Apr +6 ----- def ----- Max.HP +40.00 Sharp, short and deadly. |
| Cloak | Bograptor the cashmere cloak (2 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +6 Con dps ---------- Dmg.mod +15% nature +9% physical Res.pen +20% nature Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Spell.save +9 (+4 eff.) ---------- misc Stam/turn +3.90 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of the mountain (+13%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +8% nature +13% physical ----- def ----- Resists +11% all +13% physical Poison- +34% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Isevena the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +10% mind Confus- +23% ---------- misc Psi/ret +0.12 Hate/m.crit +1.00 Max.psi +20.00 Amulets make your neck look great! |
stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +23% Amulets make your neck look great! |
conjurer's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 10% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
mule's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +22% ---------- misc Max.enc +22 Mana/turn +0.10 Rings make your fingers look great! |
rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+2 eff.) Resists +22% lightning Rings make your fingers look great! |
wizard's copper ring of misery0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +3 Mag dps ---------- Melee+ 8 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Coalwind0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 14 light Ranged+ 16 light Dmg.mod +15% lightning +13% light +12% darkness Res.pen +10% light ----- def ----- Resists +6% darkness ---------- misc Light +1 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Lustrebane'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +12% cold Apr +3 ----- def ----- Armour +8 Resists +24% cold Phys.save +12 (+6 eff.) ---------- misc Light +2 Rings make your fingers look great! |
gold onyx ring0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +9 Wil +9 Cun +3 Con dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +62.00 HP.reg +8.00 Heal.mod +15% Rings make your fingers look great! |
gold ring 'Betima'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Res.pen +25% acid +25% arcane +10% mind Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% mind Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +8 (+4 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
ash magestaff 'Tundracutter' (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] 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 (+3 eff.) Dmg.mod +27% arcane +21% cold ----- def ----- Armour +6 Defense +26 (+8 eff.) Resists +6% light +12% darkness ---------- misc Wards +2 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hanulathalarain (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 darkness Against +13% Living While equipped: Stats +5 Str dps ---------- Crit.mult +20.00% Dmg.mod +9% physical Res.pen +15% temporal ---------- misc Stam/turn +3.00 Max.stam +30.00 Massive two-handed mauls. |
warbringer's steel longsword of enduring (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Nature/Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Max.HP +30.00 Disarm- +16% Sharp, long, and deadly. |
Zubirelaith the Frozenstun (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +4 cold While equipped: dps ---------- Dmg.mod +3% acid Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Defense +6 (+2 eff.) Max.HP +40.00 Poison- +20% Disarm- +23% Sharp, short and deadly. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
truestriking stralite dagger of persecution (32-41 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Disrupt/Master Power 31.5 - 41.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +8% Unnatural While equipped: Stats +5 Wil dps ---------- Res.pen +8% physical Acc +16 (+4 eff.) Apr +8 Sharp, short and deadly. |
Elera the Tempestwire (53-69 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 53.0 - 68.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 nature +8 lightning On Crit.r2 +8 temporal +51 fire While equipped: dps ---------- All.spd +6% Dmg.mod +6% temporal Res.pen +5% temporal +21% fire ----- def ----- Resists +3% lightning +6% temporal Sharp, short and deadly. |
yew longbow4.0 T3 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel shield (0 def, 6 armour, 75 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
slimy cashmere robe of lightning (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +16% lightning On Melee Ret: * 5% chance to slow global speed by 51% * 5 arcane resource burn ----- def ----- Resists +24% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Dmg.mod +7% arcane +13% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +36.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
Zubylrawe1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid Res.pen +20% physical ----- def ----- Defense +15 (+5 eff.) Die.at -20.00 life HP.reg +0.80 Heal.mod +11% ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Emina the Glowrigor1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Defense +11 (+4 eff.) Resists +3% light Stealth +7 ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ---------- misc Mana/turn +0.14 Max.mana +21.00 A belt that goes around your waist. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag +2 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eraziladig (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +9% blight ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
blightbringer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +7% blight ----- def ----- Armour +3 Disease- +34% A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 10.0 - 11.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerenor the Snowcut (15 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +6% light HP.reg +2.00 Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.00 Max.stam +15.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nimbusoath (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Dmg.mod +10% physical Res.pen +10% mind +15% lightning ----- def ----- Defense +1 (+0 eff.) Resists +10% physical A pointy cloth hat, very wizardly... |
Betythra the hardened leather cap (25 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +6.0% Apr +5 ----- def ----- Armour +3 Defense +25 (+8 eff.) Fatigue +3% Phys.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 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 cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
6 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. |
9 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. |
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. |
7 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. |
5 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. |
8 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
168 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Murkwalker'2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +9% darkness +6% acid Max.HP +41.00 ---------- 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. |
crystalomancer's dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By GIDEON THE ALL KNOWING the Halfling Adventurer level 19
8th Haze 122nd year of Ascendancy at 09:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By GIDEON THE ALL KNOWING the Halfling Adventurer level 19
8th Haze 122nd year of Ascendancy at 04:48 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By GIDEON THE ALL KNOWING the Halfling Adventurer level 20
48th Haze 122nd year of Ascendancy at 14:27 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By GIDEON THE ALL KNOWING the Halfling Adventurer level 10
4th Flare 122nd year of Ascendancy at 09:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By GIDEON THE ALL KNOWING the Halfling Adventurer level 20
10th Haze 122nd year of Ascendancy at 03:15 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By GIDEON THE ALL KNOWING the Halfling Adventurer level 18
5th Haze 122nd year of Ascendancy at 02:41 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By GIDEON THE ALL KNOWING the Halfling Adventurer level 26
38th Pyre 123rd year of Ascendancy at 19:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By GIDEON THE ALL KNOWING the Halfling Adventurer level 9
2nd Summertide 122nd year of Ascendancy at 05:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By GIDEON THE ALL KNOWING the Halfling Adventurer level 20
62nd Haze 122nd year of Ascendancy at 05:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By GIDEON THE ALL KNOWING the Halfling Adventurer level 18
65th Dusk 122nd year of Ascendancy at 22:54 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By GIDEON THE ALL KNOWING the Halfling Adventurer level 27
40th Pyre 123rd year of Ascendancy at 10:40 see stats
Log
The Master unleashes a blast of frostdusk as he crosses the veil!
The Master fumbles and fails to use Freeze, injuring himself!
The Master rises from the dead!
The Master deactivates Eternal Night.
The Master deactivates Spikes of Decrepitude.
The Master deactivates Aura of Undeath.
GIDEON THE ALL KNOWING's Venomous Throw performs a melee critical strike against The Master!
The Master starts to bleed.
The Master hits GIDEON THE ALL KNOWING for 88 cold, 82 darkness (170 total damage).
Melee retaliation hits GIDEON THE ALL KNOWING for 10 acid, 10 fire, 10 acid, 10 fire (42 total damage).
GIDEON THE ALL KNOWING's Venomous Throw hits The Master for 295 nature damage.
Fumble from GIDEON THE ALL KNOWING hits The Master for 90 physical damage.
GIDEON THE ALL KNOWING hits The Master for 158 nature damage.
Bleeding from GIDEON THE ALL KNOWING hits The Master for 72 physical damage.
The Master stops bleeding.
The Master receives 63 healing from Ghoul's purging blight area effect.
Lava floor burns GIDEON THE ALL KNOWING!
Lava floor hits GIDEON THE ALL KNOWING for 19 fire damage.
GIDEON THE ALL KNOWING uses Infusion: Regeneration.
GIDEON THE ALL KNOWING starts regenerating health quickly.
The Master's spell attains critical power!
The Master unleashes a blast of frostdusk as he crosses the veil!
The Master uses Perfect Strike.
The Master aims carefully.
The Master hits GIDEON THE ALL KNOWING for 74 cold, 67 darkness (141 total damage).
The Master casts Freeze.
GIDEON THE ALL KNOWING tries to evade attacks.
The Master hits GIDEON THE ALL KNOWING for 245 cold damage.
GIDEON THE ALL KNOWING the level 27 halfling adventurer was frozen to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.















































































































