











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.7.6Donators/Buyers bonus! More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Anorithil |
Level / Exp | 25 / 51% |
Size | big |
Lifes / Deaths | Killed by The Master at level 25 on the 77th Dusk 122nd year of Ascendancy at 00:44 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 23 (base 13) |
Magic | 95 (base 54) |
Willpower | 22 (base 14) |
Cunning | 52 (base 40) |
Resources
Life | -133/712 |
Mana | 184/304 |
Negative | 70/122 |
Positive | 81/122 |
Healing Factor | 1.3999022211821 |
Regeneration | 17.14880220948 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | -4.0079051188968E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 16 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
Offense: Mainhand
Damage | 45 |
Accuracy | 30 |
Crit Chance | 19% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 64 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Acid | +12% |
Light | +62% |
Temporal | +23% |
Darkness | +77% |
Physical | +15% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Temporal | +10% |
Darkness | +70% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 15 |
Physical Save | 19 |
Spell Save | 40 |
Mental Save | 22 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 27%( 70%) |
Cold | + 59%( 70%) |
All | + 9%( 70%) |
Darkness | + 80%( 80%) |
Light | + 69%( 80%) |
Temporal | + 16%( 70%) |
Lightning | + 38%( 70%) |
Fire | + 23%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 439 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 770% 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 Magic stat. |
Class Talents
Celestial / Eclipse | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Celestial / Twilight | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.90 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 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 grave | 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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Brugga. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by cave troll. Escort: repented thief (level 2 of Trollmire) | 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 Shardskin. * 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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of elder vampire blood. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have 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 |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10 Mag / +10 Con Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light / +10% darkness Changes resistances penetration: +20% light / +20% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +10% light / +10% darkness Talent masteries: +0.20 Celestial / Eclipse +0.20 Celestial / Sunlight +0.20 Celestial / Twilight Spellpower: +10 (+3 eff.) Infravision radius: +16 The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 2 arcane Physical save: +3 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 60 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 10% for 2 turns. * Heal for 36. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Changes stats: +20 Mag Changes resistances: +20% darkness Changes resistances penetration: +20% darkness Changes damage: +20% darkness Talent mastery: +0.60 Celestial / Star fury Talent cooldown: Starfall (-6 turns) Spellpower: +20 (+5 eff.) Spell crit. chance: +20% Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +4 Cun Changes resistances: +32% lightning / +6% darkness Changes damage: +16% lightning Reduces incoming crit damage: 10.00% Life regen: +8.00 Maximum life: +64.00 Healing mod.: +14% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 340 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | ![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Mag / +2 Cun Changes resistances: +10% fire / +12% light / +11% darkness Changes damage: +10% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Defense: +22 (+11 eff.) Fatigue: -4% Changes stats: +5 Str / +2 Dex Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +58.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +18% acid / +6% fire / +15% cold / +9% all Changes resistances penetration: +20% darkness Changes damage: +12% acid / +9% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -466 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 933 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 337.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Mag / +2 Wil / +1 Cun Changes resistances: +6% lightning Changes damage: +5% acid / +5% fire / +5% cold / +4% lightning Talent mastery: +0.14 Celestial / Glyphs Mental save: +6 (+3 eff.) Confusion immunity: +12% Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Mindpower: +7 (+3 eff.) Light radius: +1 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 4 darkness Changes resistances: +11% mind / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +9% nature / +3% temporal Confusion immunity: +25% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage (Melee): 10 light Damage (Ranged): 20 light Changes stats: +3 Mag Changes damage: +26% light Reduces incoming crit damage: 15.00% Light radius: +3 Rings make your fingers look great! |
![]() potent short ash magestaff of greater warding (18-21 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Maximum wards: +3 lightning Changes damage: +18% lightning Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() elemental dwarven-steel battleaxe of crippling (28-42 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 106 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +20% cold Changes damage: +14% cold Massive two-handed battleaxes. |
![]() dwarven-steel longsword of rage (24-33 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+7 eff.) Changes stats: +3 Str Changes damage: +5% physical Sharp, long, and deadly. |
![]() Poridhenor (39-54 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Dex / +2 Mag / +2 Cun / +5 Con Changes resistances: +3% lightning / +12% temporal / +6% cold / +6% blight Blunt and deadly. |
![]() Requires: - Dexterity 40 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 silence When wielded/worn: Talent mastery: +0.20 Cunning / Poisons This dagger has an aura of both nature and the arcane. But instead of working together, the two powers seem to fight against each other. |
![]() barbed pouch of dwarven-steel shots (22/22, 36-43 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 22 On weapon crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances: +15% lightning / +7% all Changes resistances penetration: +5% darkness Changes damage: +10% lightning / +6% darkness Psi when hit: +0.08 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 36.49 to 45.62 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Ivyyawyn the Rainclash (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +5 Mag Changes resistances: +19% acid Changes damage: +15% acid / +12% cold Light radius: +3 Infravision radius: +3 See invisible: +18 A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +5.80 Maximum life: +73.00 Healing mod.: +22% A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
![]() steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +8% acid / +10% darkness / +16% blight / +22% cold / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +15% temporal Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
![]() cleansing dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +12% blight / +21% fire / +15% nature A suit of armour made of mail. |
![]() impenetrable dwarven-steel plate armour of acid resistance (0 def, 21 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Fatigue: +22% Changes resistances: +18% acid A suit of armour made of metal plates. |
![]() impenetrable dwarven-steel plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +8% acid / +5% physical / +7% cold / +9% lightning / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +26% Knockback immunity: +26% A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 337, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Torirath the Glacierstake Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +4 Cun Changes resistances penetration: +10% cold Changes damage: +3% mind Critical mult.: +10.00% Maximum encumbrance: +36 Mental save: +9 (+5 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +4% A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +4 Wil / +2 Cun Spell save: +6 (+2 eff.) Maximum mana: +40.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
![]() Layuta the Shinestalker (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +21% lightning / +5% arcane / +6% nature Changes resistances penetration: +20% light Critical mult.: +5.00% Blindness immunity: +20% Disarm immunity: +20% Mana each turn: +0.22 Spellpower: +7 (+2 eff.) Spell crit. chance: +6% 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. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Infravision radius: +3 See stealth: +5 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 63% and attempts to push all creatures other than yourself out of its radius, inflicting 20.69 light damage and 22.61 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Damage when hit (Melee): 4 mind Changes resistances: +13% darkness / +3% cold / +6% mind / +13% light Changes resistances penetration: +20% darkness / +5% mind A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 490.00 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage when hit (Melee): 2 acid Changes resistances: +5% arcane Changes resistances penetration: +15% acid It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 11% for 2 turns. * Reduce 2 talent cooldowns by 2. * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Brugga the Ogre Anorithil level 18
38th Dusk 122nd year of Ascendancy at 05:18 see stats
By Brugga the Ogre Anorithil level 10
8th Mirth 122nd year of Ascendancy at 15:37 see stats
By Brugga the Ogre Anorithil level 20
40th Dusk 122nd year of Ascendancy at 13:53 see stats
By Brugga the Ogre Anorithil level 16
30th Dusk 122nd year of Ascendancy at 00:44 see stats
By Brugga the Ogre Anorithil level 11
9th Mirth 122nd year of Ascendancy at 19:58 see stats
By Brugga the Ogre Anorithil level 9
4th Mirth 122nd year of Ascendancy at 16:08 see stats
By Brugga the Ogre Anorithil level 9
6th Mirth 122nd year of Ascendancy at 04:54 see stats
By Brugga the Ogre Anorithil level 19
39th Dusk 122nd year of Ascendancy at 20:05 see stats
By Brugga the Ogre Anorithil level 23
74th Dusk 122nd year of Ascendancy at 01:16 see stats
By Brugga the Ogre Anorithil level 15
20th Dusk 122nd year of Ascendancy at 22:39 see stats
Log
A shield forms around Brugga.
Brugga's light area effect hits The Master for 151 light damage.
Brugga's light area effect hits Lord of Skulls (warrior) for (95 absorbed), 0 light (0 total damage).
Brugga receives 92 healing from Brugga's healing light area effect.
Brugga's light area effect hits Lord of Skulls (warrior) for (65 absorbed), 0 light (0 total damage).
Brugga's Corona hits The Master for 99 darkness damage.
Brugga HEALS from darkness damage!
Spikes of Decrepitude hits Brugga for (7 absorbed), 0 cold, (7 absorbed), 0 darkness, 4 healing (0 total damage) [4 healing].
Brugga's spell attains critical power!
Talent Twilight Surge is ready to use.
Hymn of Shadows hits Armoured skeleton warrior for (63 absorbed), 0 darkness (0 total damage).
Hymn of Shadows hits Lord of Skulls (warrior) for (55 absorbed), 0 darkness (0 total damage).
Lord of Skulls (warrior) uses Giant Leap.
Your shield crumbles under the damage!
The shield around Brugga crumbles.
Lord of Skulls (warrior) resists the blinding light!
Brugga is dazed!
Brugga is not dazed anymore.
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior resists the blinding light!
Lord of Skulls (warrior) hits Brugga for (77 absorbed), 159 physical, 4 fire (163 total damage).
Armoured skeleton warrior hits Brugga for 110 physical, 3 lightning (115 total damage).
Melee retaliation hits Armoured skeleton warrior for (10 absorbed), 7 darkness, 1 arcane, 2 fire (12 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (18 absorbed), 0 darkness, (1 absorbed), 0 arcane, (2 absorbed), 0 fire (0 total damage).
The Master casts Rigor Mortis.
The Master's spell attains critical power!
Darkness pulsates around The Master!
Brugga feels death coming!
The Master hits Brugga for 153 cold, 138 darkness (293 total damage).
Brugga the level 25 ogre anorithil was swallowed by the void to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.