











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Exploration |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 19 / 80% |
| Size | small |
| Lifes / Deaths | Killed by skeleton master archer at level 6 on the 1st Mirth 122nd year of Ascendancy at 07:00 / 22Killed by onilug at level 8 on the 5th Mirth 122nd year of Ascendancy at 22:08 Killed by onilug at level 8 on the 6th Mirth 122nd year of Ascendancy at 01:01 Killed by onilug at level 8 on the 6th Mirth 122nd year of Ascendancy at 01:18 Killed by elven blood mage at level 10 on the 7th Dusk 122nd year of Ascendancy at 19:23 Killed by DaggerThumb at level 11 on the 8th Dusk 122nd year of Ascendancy at 22:15 Killed by Rhaloren Inquisitor at level 11 on the 10th Dusk 122nd year of Ascendancy at 01:14 Killed by Nisdir the krog at level 12 on the 24th Dusk 122nd year of Ascendancy at 02:19 Killed by Islyssra the white worm mass at level 12 on the 38th Dusk 122nd year of Ascendancy at 12:26 Killed by worm that walks at level 13 on the 39th Dusk 122nd year of Ascendancy at 05:11 Killed by Adutta the thief at level 14 on the 51st Dusk 122nd year of Ascendancy at 18:01 Killed by poison ooze at level 16 on the 58th Dusk 122nd year of Ascendancy at 23:37 Killed by snow giant thunderer at level 17 on the 3rd Haze 122nd year of Ascendancy at 12:14 Killed by Poressra the snow giant at level 17 on the 4th Haze 122nd year of Ascendancy at 01:41 Killed by Cultist at level 18 on the 4th Haze 122nd year of Ascendancy at 08:57 Killed by snow giant boulder thrower at level 18 on the 4th Haze 122nd year of Ascendancy at 10:40 Killed by venom wyrm at level 19 on the 34th Haze 122nd year of Ascendancy at 23:03 Killed by wretchling at level 19 on the 35th Haze 122nd year of Ascendancy at 03:10 Killed by venom wyrm at level 19 on the 35th Haze 122nd year of Ascendancy at 05:16 Killed by worm that walks at level 19 on the 35th Haze 122nd year of Ascendancy at 11:42 Killed by skeleton archer at level 19 on the 36th Haze 122nd year of Ascendancy at 13:42 Killed by Isloba the forest troll at level 19 on the 36th Haze 122nd year of Ascendancy at 14:40 |
Primary Stats
| Strength | 23 (base 18) |
| Dexterity | 54 (base 47) |
| Constitution | 18 (base 15) |
| Magic | 16 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 53 (base 29) |
Resources
| Life | 448/448 |
| Stamina | 172/182 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 66 |
| Crit Chance | 29% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 66 |
| Crit Chance | 23% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Lightning | +10% |
| Nature | +15% |
| Fire | +12% |
| Darkness | +6% |
| Arcane | +12% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (69.687909656376%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 20 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 42%( 70%) |
| Fire | + 17%( 70%) |
| Temporal | + 13%( 70%) |
| Nature | + 15%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.50 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 60 - 84 Accuracy: 82 (knife) APR: 14 Crit Chance: +25% Crit mult: 175% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 19 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 failed to protect the injured seer from death by skeleton assassin. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by orc assassin. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. He has given you some notes on the ingredients: * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. | 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 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 |
Equipment
| On feet | grounding pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +1 Resists +6% lightning +6% temporal Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 12/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.26 to 93.78 lightning damage (62.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Corpsebolt the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% nature +6% darkness Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Resists +9% nature 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. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 52 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | copper ring 'Manorach'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% arcane +9% physical ----- def ----- Defense +15 (+5 eff.) Resists +1% physical Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
| On fingers | Muckvalor0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag dps ---------- Mind.crit +2% Dmg.mod +3% nature Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +6% nature Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Confus- +29% Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | insulating steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +17% fire +10% cold Amulets make your neck look great! |
| In main hand | Isurialaith the Charriver (30-39 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 30.0 - 39.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% fire Melee Ret 4 mind ---------- misc Psi/ret +0.16 Sharp, short and deadly. |
| Around waist | hardened leather belt 'Chargefiend'1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Con ----- def ----- Armour +4 Resists +26% lightning +7% temporal +2% physical A belt that goes around your waist. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +13 (+6 eff.) Max.HP +22.00 A suit of armour made of leather. |
Inventory
stabilizing gold amulet of mastery (0.16 Technique / Duelist)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% temporal Pinning- +27% Knockbk- +29% ---------- misc Masteries +0.16 Technique/Duelist Amulets make your neck look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
copper ring 'Infernoslice'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Melee Ret 4 mind ----- def ----- Defense +14 (+5 eff.) Resists +9% fire ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
psionicist's gold ring of lightning (+20%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +10 (+5 eff.) Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Dedication (31-43 power, 6 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight 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 mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
infernal yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +14 (+9 eff.) Melee+ 19 fire Dmg.mod +20% physical ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.49 to 45.62 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +11% blight +9% all Max.HP +40.00 HP.reg +2.80 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Heatwoe' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +6% lightning +21% fire ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestsage the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +25% lightning Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
4 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
2 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 (Exploration mode)
Killed Ben Cruthdar the Cursed.By DaggerThumb the Halfling Rogue level 16
77th Dusk 122nd year of Ascendancy at 20:19 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By DaggerThumb the Halfling Rogue level 19
35th Haze 122nd year of Ascendancy at 11:58 see stats
Fool of a Took! (Exploration mode)
Killed oneself as a halfling.By DaggerThumb the Halfling Rogue level 11
8th Dusk 122nd year of Ascendancy at 22:15 see stats
Level 10 (Exploration mode)
Got a character to level 10.By DaggerThumb the Halfling Rogue level 10
5th Dusk 122nd year of Ascendancy at 09:05 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By DaggerThumb the Halfling Rogue level 12
19th Dusk 122nd year of Ascendancy at 09:39 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By DaggerThumb the Halfling Rogue level 12
37th Dusk 122nd year of Ascendancy at 11:31 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By DaggerThumb the Halfling Rogue level 15
58th Dusk 122nd year of Ascendancy at 17:43 see stats
Log
DaggerThumb's demonfire area effect hits DaggerThumb for 22 fire damage.
DaggerThumb's demonfire area effect hits DaggerThumb for 22 fire damage.
You end your Shadow Dance.
DaggerThumb hits Giant army ant for 16 lightning damage.
DaggerThumb's demonfire area effect hits Giant army ant for 26 fire damage.
DaggerThumb's demonfire area effect hits DaggerThumb for 22 fire damage.
DaggerThumb hits Giant army ant for 16 lightning damage.
Giant army ant uses Stun.
Giant army ant misses DaggerThumb.
DaggerThumb hits Giant army ant for 16 lightning damage.
DaggerThumb deactivates Stealth.
Giant army ant notices you at the last moment!
DaggerThumb performs a melee critical strike against Giant army ant!
Giant army ant slows down.
DaggerThumb hits Giant army ant for 193 physical, 9 fire, 62 physical (264 total damage).
Giant army ant stops regenerating health quickly.
DaggerThumb hits Giant army ant for 16 lightning damage.
DaggerThumb performs a melee critical strike against Giant army ant!
DaggerThumb hits Giant army ant for 182 physical damage.
DaggerThumb killed Giant army ant!
Talent Dual Strike is ready to use.
Lore found: letter to Weisman (1)
You can read all your collected lore in the game menu, by pressing Escape.






















































































