











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
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.
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:
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 Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 35 / 51% |
Size | huge |
Lifes / Deaths | Killed by Xynor the ghast at level 29 on the 1st Iron 123rd year of Ascendancy at 10:02 / 2Killed by Polirenne the elder vampire at level 35 on the 32nd Stralite 123rd year of Ascendancy at 15:04 |
Primary Stats
Strength | 134 (base 60) |
Dexterity | 23 (base 13) |
Constitution | 47 (base 21) |
Magic | 81 (base 60) |
Willpower | 36 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -261/1239 |
Positive | 93/152 |
Stamina | 309/309 |
Healing Factor | 1.4023364354647 |
Regeneration | 42.420677172806 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +49.2% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 16 |
See Invisible | 13 |
Offense: Mainhand
Damage | 204 |
Accuracy | 58 |
Crit Chance | 29% |
APR | 19 |
Speed | 0.91 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +6% |
Cold | +6% |
All | 0% |
Lightning | +30% |
Light | +6% |
Physical | 0% |
Fire | +3% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +20% |
Light | +25% |
Arcane | +15% |
Cold | +33% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 49.551211628464 (73.607947236566%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 59 |
Mental Save | 54 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 45%( 70%) |
Physical | + 24%( 70%) |
Cold | + 37%( 70%) |
All | + 12%( 70%) |
Darkness | + 38%( 70%) |
Lightning | + 42%( 70%) |
Mind | + 17%( 70%) |
Fire | + 61%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Silence Resistance | 35% |
Bleed Resistance | 30% |
Confusion Resistance | 48% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 42% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 134 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Cyrena the giant army ant. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Borfast the Broken. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by ice wyrm. Escort: temporal explorer (level 1 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 hummerhorn wing. * You've found the needed skeleton mage skull. * You've found the needed warg claw. 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 wretchling eyeball. * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within6 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% lightning +3% nature +6% light Res.pen +25% light ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning Silence- +35% Confus- +38% Stun/Frz- +31% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Melee Ret 22 fire ----- def ----- Defense +10 (+5 eff.) Resists +18% acid +16% fire +6% mind Phys.save +6 (+2 eff.) Cut- +20% Stun/Frz- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +2 Mag +9 Wil +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +5% arcane Melee Ret 2 arcane ----- def ----- Armour +9 Defense +6 (+3 eff.) Fatigue +3% Resists +4% all +8% physical Phys.save +23 (+6 eff.) Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.12 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +64.00 HP.reg +13.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +6 Mag +7 Wil +8 Con dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +11 (+4 eff.) Dmg.mod +6% arcane Res.pen +10% arcane Phasing +30% ----- def ----- Spell.save +9 (+2 eff.) Blind- +42% Stun/Frz- +30% ---------- misc Infravis +5 See.Stealth +16 See.Invis +13 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Resists +12% lightning +6% blight Phys.save +5 (+1 eff.) Max.HP +20.00 HP.reg +2.00 Cut- +10% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +30 lightning +51 cold While equipped: Stats +6 Dex dps ---------- Phys.crit +13.0% Crit.mult +27.00% Mov.spd +39% Phys.spd +10% Dmg.mod +9% nature Res.pen +20% lightning +23% cold Acc +21 (+6 eff.) Apr +16 ----- def ----- Resists +9% blight +6% nature +3% darkness Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 9 fire Dmg.mod +3% fire ----- def ----- Armour +8 Fatigue +3% Resists +5% fire Spell.save +6 (+2 eff.) Max.HP +40.00 HP.reg +10.00 ---------- misc Stam/turn +1.50 Max.stam +28.00 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. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +20 Fatigue +22% Resists +9% acid +5% physical +26% darkness +22% blight +35% fire +10% lightning +28% cold ---------- misc Light +1 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% fire +10% cold Acc +22 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +18% acid Max.HP +57.00 ---------- misc Max.stam +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +4 Wil +3 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Fatigue -5% Phys.save +11 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +12 (+4 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 643% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +3 Mag +5 Cun dps ---------- Phys.crit +7.0% Dmg.mod +9% physical Acc +30 (+8 eff.) Apr +3 ----- def ----- Fatigue -7% ---------- misc Max.enc +30 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Ranged+ 7 physical Dmg.mod +3% nature +3% fire Res.pen +10% nature Melee Ret 2 nature On Hit (Melee): * 20 arcane resource burn * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% darkness +9% temporal ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Crit.mult +5.00% ----- def ----- Resists +6% nature +6% blight Mind.save +9 (+3 eff.) Poison- +11% Disease- +11% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Wil +4 Con dps ---------- Dmg.mod +9% temporal ----- def ----- Max.HP +59.00 HP.reg +7.00 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +12 Con +14 Wil ----- def ----- Max.HP +55.00 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 143% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 darkness Against +7% Living While equipped: Stats +3 Dex +7 Wil +9 Con dps ---------- Phys.crit +2.0% Apr +2 ----- def ----- Max.HP +19.00 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) Phys.spd +10% Acc +14 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +6.0% Atk.spd 100% Melee+ +10 nature +20 acid While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 35% ---------- misc Stam/turn +3.00 Max.stam +20.00 Sharp, long, and deadly. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Max.HP +31.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% physical Acc +5 (+2 eff.) Melee Ret 4 mind ----- def ----- Defense +6 (+3 eff.) Resists +3% mind Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +2 Cun +4 Con dps ---------- Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Phys.save +11 (+3 eff.) Mind.save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Wil +4 Cun +3 Con dps ---------- Spell.crit +4% Res.pen +15% darkness +13% temporal ----- def ----- Armour +9 Fatigue +3% Resists +8% acid +15% temporal +18% darkness +8% fire +10% lightning +16% cold Phys.save +13 (+3 eff.) Mind.save +18 (+6 eff.) Def/telep +16 Res/telep +13% Dur/telep +19% ---------- misc Mana/turn +0.04 Vim/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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% light +2% physical Crit.chn- 10.00% Mind.save +5 (+2 eff.) Die.at -20.00 life HP.reg +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +2% Mind.pwr +11 (+5 eff.) Dmg.mod +11% cold +8% darkness +10% physical Res.pen +20% darkness Melee Ret 6 blight 4 darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% cold +7% darkness +11% physical ---------- misc Max.hate +7.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +22% Resists +7% acid +11% physical +3% darkness +6% fire +5% lightning +6% cold Phys.save +14 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +20.00 HP.reg +1.00 Heal.mod +11% Poison- +10% Disarm- +20% Stun/Frz- +23% Knockbk- +20% ---------- misc Max.mana +20.00 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Wil dps ---------- Mind.crit +1% Res.pen +20% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Die.at -60.00 life ---------- misc Equi/ret +0.04 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% acid ----- def ----- Armour +6 ---------- 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 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. |
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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +9% lightning Acc +15 (+4 eff.) ----- def ----- Armour +4 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 209 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Monolith the Dwarf Sun Paladin level 23
22nd Loss 122nd year of Ascendancy at 01:20 see stats
By Monolith the Dwarf Sun Paladin level 17
20th Profit 122nd year of Ascendancy at 23:53 see stats
By Monolith the Dwarf Sun Paladin level 32
6th Gold 123rd year of Ascendancy at 05:58 see stats
By Monolith the Dwarf Sun Paladin level 24
23rd Loss 122nd year of Ascendancy at 17:36 see stats
By Monolith the Dwarf Sun Paladin level 32
6th Gold 123rd year of Ascendancy at 10:12 see stats
By Monolith the Dwarf Sun Paladin level 33
29th Stralite 123rd year of Ascendancy at 03:54 see stats
By Monolith the Dwarf Sun Paladin level 10
30th Voratun 122nd year of Ascendancy at 10:12 see stats
By Monolith the Dwarf Sun Paladin level 20
2nd Wealth 122nd year of Ascendancy at 09:22 see stats
By Monolith the Dwarf Sun Paladin level 30
1st Iron 123rd year of Ascendancy at 13:42 see stats
By Monolith the Dwarf Sun Paladin level 21
34th Dearth 122nd year of Ascendancy at 03:06 see stats
By Monolith the Dwarf Sun Paladin level 32
17th Gold 123rd year of Ascendancy at 22:06 see stats
By Monolith the Dwarf Sun Paladin level 25
4th Shortage 122nd year of Ascendancy at 07:22 see stats
By Monolith the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 01:07 see stats
By Monolith the Dwarf Sun Paladin level 24
2nd Shortage 122nd year of Ascendancy at 08:37 see stats
By Monolith the Dwarf Sun Paladin level 10
31st Voratun 122nd year of Ascendancy at 02:27 see stats
By Monolith the Dwarf Sun Paladin level 10
1st Acquisition 122nd year of Ascendancy at 17:59 see stats
By Monolith the Dwarf Sun Paladin level 22
20th Loss 122nd year of Ascendancy at 10:48 see stats
By Monolith the Dwarf Sun Paladin level 16
12nd Profit 122nd year of Ascendancy at 06:40 see stats
By Monolith the Dwarf Sun Paladin level 29
1st Iron 123rd year of Ascendancy at 10:03 see stats
Log
Monolith casts Rune: Reflection Shield.
A shield forms around Monolith.
Monolith uses Infusion: Movement.
Monolith is moving at extreme speed!
Polirenne the elder vampire uses Summon.
Polirenne the elder vampire summons Ghoulking!
Monolith slows down.
Monolith no longer has a cursed wound.
Monolith casts Healing Light.
Monolith receives 246 healing.
Resting starts...
The shield around Monolith crumbles.
Talent Bathe in Light is ready to use.
Polirenne the elder vampire deactivates Stealth.
Talent Infusion: Movement is ready to use.
Rested for 4 turns (stop reason: hostile spotted to the east (Polirenne the elder vampire)).
Monolith picks up (m.): steel longsword 'Cyribrerikira' (105% power, 5 apr).
Polirenne the elder vampire uses Heartseeker.
Polirenne the elder vampire performs a melee critical strike against Monolith!
Polirenne the elder vampire performs a melee critical strike against Monolith!
Melee retaliation hits Polirenne the elder vampire for (10 absorbed), 4 fire, (1 absorbed), 1 arcane, (2 absorbed), 1 cold, (10 absorbed), 4 fire, (1 absorbed), 1 arcane, (2 absorbed), 1 cold (11 total damage).
Phantasmal Shield hits Monolith for 146 light damage.
Polirenne the elder vampire hits Monolith for 353 physical, 8 mind, 57 darkness, 387 physical (806 total damage).
Monolith the level 35 dwarf sun paladin was maimed to death by Polirenne the elder vampire on level 7 of Dreadfell.