











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 1.6.6 Summmoner Fix 1.6.6 Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ignore Race/Class Locks 1.1.0Modifies 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: UI Pack: Plumpkins! 1.6.0Cosmetic pack! 1.6.2 Sling Fix 1.6.2Very hacky fix for 1.6.2 sling issue. I don't know how addons work and have made no effort for compatibility or proper implementation of this fix, this is purely at a glance. Editing this into an existing save should be safe. Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.6.0This 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 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:
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 | Wanderer |
| Level / Exp | 19 / 20% |
| Size | huge |
| Lifes / Deaths | Killed by netherworm mass at level 18 on the 13rd Regrowth 123rd year of Ascendancy at 14:36 1 / 5Killed by Weirdling Beast at level 18 on the 14th Regrowth 123rd year of Ascendancy at 00:12 Killed by Guwe the sand-drake at level 18 on the 20th Regrowth 123rd year of Ascendancy at 08:42 Killed by Gasebeth the yellow ooze at level 19 on the 20th Regrowth 123rd year of Ascendancy at 14:42 Killed by Sharenas at level 19 on the 20th Regrowth 123rd year of Ascendancy at 14:47 |
Primary Stats
| Strength | 63 (base 47) |
| Dexterity | 36 (base 22) |
| Constitution | 24 (base 18) |
| Magic | 21 (base 13) |
| Willpower | 17 (base 13) |
| Cunning | 36 (base 19) |
Resources
| Equilibrium | 0 |
| Vim | 172/172 |
| Life | 562/562 |
| Stamina | 214/214 |
| Psi | 107/107 |
| Healing Factor | 1.3572674059367 |
| Regeneration | 19.341060534598 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 37.894014938291 |
| See Invisible | 41.894014938291 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 40 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Light | +3% |
| Nature | +11% |
| Blight | +9% |
| Arcane | +3% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +30% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 8 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 39%( 70%) |
| Acid | + 9%( 70%) |
| Cold | + 11%( 70%) |
| Darkness | + 24%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 15%( 70%) |
| Fire | + 11%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 33% |
Inscriptions (5/5)
| 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: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Strength 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 magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Spell / Golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Eyal's fury | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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. | active |
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 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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 Constitution 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. 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 black mamba head. * You've found the needed orc heart. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed naga tongue. | 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 within11 lumberjacks have died. | done |
Equipment
| Psionic focus | Goredethel the dwarven-steel mace (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 mind On Hit: * 22% chance to reduce all saves and defense by 16 While equipped: Stats +1 Str +3 Wil +3 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +3% acid Die.at -80.00 life ---------- misc Max.stam +30.00 Blunt and deadly. |
| On hands | restful hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +1.10 Max.stam +12.00 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. |
| Light source | Furnacepiety the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane +9% fire Res.pen +15% arcane ----- def ----- Resists +5% arcane ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Frigidpyre the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Cun dps ---------- Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +1 Infravis +3 A cap made of leather. |
| On feet | Belera (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Res.pen +15% arcane ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+4 eff.) ---------- misc Max.enc +27 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Sileriada the Charsaw [power 128] (14 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Melee Ret 6 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% darkness ---------- misc Max.hate +4.00 Wards +3 nature +3 cold +3 mind +3 arcane Talents +1 Ward Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Unrikor0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Str dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature +5% arcane HP.reg +4.00 Poison- +20% Disease- +20% ---------- misc See.Invis +6 Rings make your fingers look great! |
| On fingers | marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +9 See.Invis +7 Rings make your fingers look great! |
| Around neck | copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
| In main hand | Cracklewish (52-77 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 51.5 - 77.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% light Melee Ret 2 lightning ----- def ----- Mind.save +3 (+2 eff.) Blind- +10% Disarm- +20% Pinning- +20% Knockbk- +10% Massive two-handed mauls. |
| Around waist | insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% fire +5% cold Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str 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 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 65.42 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. |
| Cloak | Tarrusin (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +9% blight ----- def ----- Defense +2 (+1 eff.) Resists +13% nature +13% blight HP.reg +4.00 Heal.mod +14% Def/telep +15 Res/telep +15% Dur/telep +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 | troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +38.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
Inventory
regeneration infusion (heal 109; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 109 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
greater yew vilestaff of fate (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +20% blight +20% fire +20% darkness +20% acid ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of channeling (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +26 (+13 eff.) Melee+ 25 arcane Dmg.mod +20% acid ---------- misc Mana/turn +0.33 Max.mana +50.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 cooldown Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of evisceration (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+3 eff.) Massive two-handed battleaxes. |
balanced dwarven-steel greatsword of crippling (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Acc +7 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +29% Massive two-handed swords. |
Arugayaba the steel longsword (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 acid On Crit.r2 +4 acid On Hit: * 20 arcane resource burn While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +9% nature +6% temporal Disarm- +22% Sharp, long, and deadly. |
flaming dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Nature Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature On Hit.r1 +10 fire Sharp, long, and deadly. |
acidic dwarven-steel mace of vileness (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 12 On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Blunt and deadly. |
dwarven-steel mace (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace of enduring (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +31.00 Blunt and deadly. |
manaburning dwarven-steel mace of erosion (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Disrupt Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 nature On Hit: * 10 arcane resource burn Blunt and deadly. |
dwarven-steel waraxe of erosion (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
truestriking dwarven-steel waraxe (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +10 (+4 eff.) Apr +7 One-handed war axes. |
steel dagger 'Daysage' (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 light On Crit.r2 +8 mind On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Resists +6% light ---------- misc Max.psi +30.00 Sharp, short and deadly. |
acidic dwarven-steel dagger of erosion (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Nature Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Sharp, short and deadly. |
gifted thorny mindstar of gales (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+4 eff.) Dmg.mod +5% lightning +4% cold +9% physical ----- def ----- Defense +6 (+3 eff.) Pinning- +19% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
psychokinetic pouch of steel shots of erosion (17/17, 18-22 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Psionic Power 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +7 nature +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage Shots are used with slings to pummel your foes to death. |
cashmere robe of lightning (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +15 (+8 eff.) Spell.save +11 (+5 eff.) Mind.save +23 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind +11% light +11% darkness Mind.save +10 (+5 eff.) A suit of armour made of leather. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Heatwalker the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% fire +20% cold Melee Ret 2 fire ----- def ----- Resists +9% lightning +3% fire +9% cold Max.HP +42.00 A belt that goes around your waist. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +7% lightning +8% temporal ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Frostsquall' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex +5 Mag +1 Cun dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +20% arcane Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polerawe the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Defense +2 (+1 eff.) Resists +12% blight +6% acid ---------- misc Equi/ret +1.20 Psi/ret +0.90 Hate/ret +1.30 A pointy cloth hat, very wizardly... |
grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) =+3 STR=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% 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 +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 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 154.1 Physical damage. If the attack hits, the target is confused (36% 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. |
iron helm 'Floetyphoon' (0 def, 3 armour) =water=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% Resists +20% cold +5% arcane +6% nature ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 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 154.1 Physical damage. If the attack hits, the target is confused (36% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
8 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. |
3 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. |
4 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. |
6 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. |
6 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. |
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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
3 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. |
2 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 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
154 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 lantern 'Cracklesaw' =+4 Will=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +15% lightning On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ---------- 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. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +5 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
iron torque of gale force 'Starrazor' [power 100] (11 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +3% acid ----- def ----- Resists +3% acid +6% fire Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 11 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Foghack [power 200] (11 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% cold ----- def ----- Resists +20% darkness +6% cold Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sharenas the Ogre Wanderer level 12
55th Haze 122nd year of Ascendancy at 04:45 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sharenas the Ogre Wanderer level 18
19th Regrowth 123rd year of Ascendancy at 21:42 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sharenas the Ogre Wanderer level 10
27th Haze 122nd year of Ascendancy at 11:40 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Sharenas the Ogre Wanderer level 17
12nd Regrowth 123rd year of Ascendancy at 20:29 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sharenas the Ogre Wanderer level 5
3rd Flare 122nd year of Ascendancy at 09:51 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sharenas the Ogre Wanderer level 17
11st Regrowth 123rd year of Ascendancy at 01:40 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Sharenas the Ogre Wanderer level 19
20th Regrowth 123rd year of Ascendancy at 14:47 see stats
Log
Bleeding from Xerilena the sandworm hits Sharenas for (25 to psi shield), 37 physical (37 total damage).
--------------------------------
Sharenas casts Abduction.
Sharenas misses Gasebeth the yellow ooze.
Gasebeth the yellow ooze resists the shadowy cut
Sharenas's spell attains critical power!
Sharenas misses Gasebeth the yellow ooze.
Gasebeth the yellow ooze resists the shadowy cut
Sharenas hits Gasebeth the yellow ooze for (16 parried), 3 darkness, 3 physical, 0 arcane, 2 fire, (16 parried), 3 darkness, 3 physical, 0 arcane, 2 fire (16 total damage).
The unstable sand tunnel collapses!
Xerilena the sandworm performs a melee critical strike against Sharenas!
Sharenas's Waters of Life is disrupted by his wounds!
Xerilena the sandworm hits Sharenas for (25 to psi shield), 37 physical, (31 to psi shield), 70 physical (107 total damage).
Melee retaliation hits Xerilena the sandworm for 1 lightning, 2 fire, 3 cold, 1 lightning, 2 fire, 3 cold (12 total damage).
Burning from Sharenas hits Gasebeth the yellow ooze for 2 fire damage.
Melee retaliation hits Gasebeth the yellow ooze for 1 lightning, 2 fire, 4 cold, 1 lightning, 2 fire, 4 cold (14 total damage).
Gasebeth the yellow ooze hits Sharenas for (22 to psi shield), 33 physical (33 total damage).
Sharenas the level 19 ogre wanderer was punctured to death by Gasebeth the yellow ooze on level 4 of Sandworm lair.
--------------------------------
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.
Gasebeth the yellow ooze killed Sharenas!
Saving game...
Talent Rune: Blink is ready to use.
Ran for 2 turns (stop reason: interesting character).
--------------------------------
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!











































































































