











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. 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 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 | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 20 / 22% |
| Size | big |
| Lifes / Deaths | Killed by Emelyletira the skeleton mage at level 20 on the 67th Haze 122nd year of Ascendancy at 19:41 3 / 2Killed by Porilaith the skeleton magus at level 20 on the 67th Haze 122nd year of Ascendancy at 20:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 49 (base 31) |
| Dexterity | 44 (base 41) |
| Constitution | 21 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 12) |
| Cunning | 23 (base 19) |
Resources
| Life | 660/660 |
| Stamina | 184/184 |
| Healing Factor | 1.394804467222 |
| Regeneration | 18.481159190691 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | -66.666666666667% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 26.402973447325 |
| See Invisible | 26.402973447325 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 43 |
| Crit Chance | 23% |
| APR | 26 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 20 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 5% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +17% |
| Nature | +8% |
| Physical | +17% |
| Cold | +4% |
| All | 0% |
Offense: Damage Penetration
| Blight | +22% |
| Acid | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 12 (38.594633868923%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 24%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 36%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 4%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Disarm Resistance | 38% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 12. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Silymira the bee swarm. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Poliriawe (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% blight ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +6% cold Die.at -20.00 life HP.reg +2.00 Stun/Frz- +20% ---------- misc Mana/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Shimmerwilter the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% lightning +3% acid Res.pen +15% acid ----- def ----- Resists +9% acid Max.HP +42.00 ---------- 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. |
| On head | Runalathalar (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +16% lightning +9% cold +9% mind Crit.chn- 10.00% Mind.save +3 (+2 eff.) Max.HP +60.00 A pointy cloth hat, very wizardly... |
| On hands | Salulranor the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +4% cold ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% cold Phys.save +3 (+2 eff.) Spell.save +9 (+4 eff.) Die.at -20.00 life HP.reg +4.00 Heal.mod +10% 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 | Eilinuriavena the steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+5 eff.) Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | copper amulet 'Lisyba'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +10% lightning +6% temporal +3% nature Silence- +10% Disarm- +10% Stun/Frz- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
| In main hand | Perseverance (43-60 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 43.0 - 60.2 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Mind.save +15 (+8 eff.) Confus- +30% Stun/Frz- +10% ---------- misc Masteries +0.10 Race/Krog It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
| Around waist | rough leather belt 'Betarena'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +6 Str +2 Dex +2 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +43.00 ---------- misc Light +3 Infravis +2 A belt that goes around your waist. |
| In off hand | steel waraxe 'Mayena' (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Str dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Res.pen +7% all Acc +13 (+4 eff.) Apr +6 Melee Ret 2 arcane ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane Disarm- +28% One-handed war axes. |
| Cloak | Hyradin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil +4 Mag dps ---------- Dmg.mod +9% physical ----- def ----- Defense +1 (+1 eff.) Crit.chn- 15.00% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Islylaith' (26 def, 6 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Apr +4 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +26 (+9 eff.) Fatigue +7% Resists +5% arcane A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 137; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Barkreek the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +6 Dex +3 Con ----- def ----- Resists +6% nature ---------- misc Light +1 Amulets make your neck look great! |
Demonenvy the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Resists +24% light +5% arcane +6% darkness ---------- misc Light +2 See.Invis +12 Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Xavena the Ebonysnake (20-28 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +3% darkness Disease- +10% Blunt and deadly. |
Galeglamour (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Nature 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: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +6% lightning +15% temporal +3% darkness Res.pen +10% darkness +10% lightning ----- def ----- Defense +12 (+4 eff.) HP.reg +0.60 Heal.mod +10% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 32.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.62 cold damage and 2.95 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Ulfygorn the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Acc +30 (+10 eff.) Apr +1 ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Blindsmash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +6% light Res.pen +15% light Melee Ret 6 cold ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shivergash the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +15% cold Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +3% blight Crit.chn- 10.00% Phys.save +10 (+5 eff.) Spell.save +3 (+1 eff.) Mind.save +10 (+5 eff.) ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +18.00 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. |
sand hardened leather gloves of magic (+3) (0 def, 8 armour)1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 physical Dmg.mod +4% arcane +5% physical ----- def ----- Armour +8 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. |
Gedokor the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical +11% fire Apr +2 ----- def ----- Defense +11 (+4 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
Snowwell the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +1% Mind.pwr +14 (+7 eff.) Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Mind.save +12 (+6 eff.) ---------- misc Max.hate +4.00 A cap made of leather. |
troll-hide cured leather armour of the wind (12 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Apr +5 ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue +7% Max.HP +39.00 HP.reg +4.40 Heal.mod +11% ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 74 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
6 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. |
123 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. |
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. |
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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Andrei the Krog Marauder level 7
9th Mirth 122nd year of Ascendancy at 20:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Andrei the Krog Marauder level 10
8th Dusk 122nd year of Ascendancy at 04:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Andrei the Krog Marauder level 20
67th Haze 122nd year of Ascendancy at 12:49 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Andrei the Krog Marauder level 18
1st Time of Equilibrium 122nd year of Ascendancy at 15:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Andrei the Krog Marauder level 6
79th Pyre 122nd year of Ascendancy at 09:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Andrei the Krog Marauder level 16
56th Dusk 122nd year of Ascendancy at 11:30 see stats
Log
Something hits Andrei for 95 arcane damage.
Something hits Andrei for 79 arcane damage.
Andrei uses Infusion: Healing.
Andrei receives 192 healing from Infusion: Healing.
Burning from Gorawen the skeleton mage hits Andrei for 34 fire damage.
Something hits Andrei for 81 fire damage.
Andrei slows down.
Talent Dual Strike is ready to use.
Burning from Gorawen the skeleton mage hits Andrei for 40 fire damage.
There is a previous level here (press '' or right click to use).
Something hits Andrei for 78 fire damage.
Something hits Andrei for 65 physical damage.
Something hits Andrei for 37 fire damage.
Andrei is no longer attuned.
Burning from Gorawen the skeleton mage hits Andrei for 54 fire damage.
Andrei attunes to the damage.
Something misses Andrei.
Something hits Andrei for 113 arcane damage.
Something hits Andrei for 103 arcane damage.
Andrei the level 20 krog marauder was energised to death by Porilaith the skeleton magus on level 4 of Ruined halfling complex.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Andrei!
Saving game...
Saving done.


































































































