











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! 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Drem |
| Class | Rogue |
| Level / Exp | 23 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 11 on the 20th Iron 123rd year of Ascendancy at 21:48 0 / 5Killed by Urkis, the High Tempest at level 22 on the 34th Profit 123rd year of Ascendancy at 16:06 Killed by Urkis, the High Tempest at level 22 on the 34th Profit 123rd year of Ascendancy at 19:34 Killed by Grand Corruptor at level 22 on the 45th Profit 123rd year of Ascendancy at 14:25 Killed by elven cultist at level 22 on the 1st Wealth 123rd year of Ascendancy at 01:40 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 64 (base 53) |
| Constitution | 27 (base 10) |
| Magic | 29 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 68 (base 47) |
Resources
| Life | 796/796 |
| Stamina | 200/209 |
| Healing Factor | 1.1386945338483 |
| Regeneration | 8.2555353704001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 42.724250866975 |
| See Invisible | 42.724250866975 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 53 |
| Crit Chance | 33% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 53 |
| Crit Chance | 29% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Light | +10% |
| Temporal | +9% |
| Nature | +17% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +22% |
| Darkness | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 36 (49.007671158813%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 35 |
| Mental Save | 50 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 47%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 24%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 88 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Insidious Poison |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Trained Reactions |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 107 - 150 Accuracy: 68 (knife) APR: 24 Crit Chance: +35% Crit mult: 178% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 35% chance to deflect up to 17 damage from the next 2.7 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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | 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 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. 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 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed green worm. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Woestreaker (0 def, 13 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% temporal Apr +7 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +13 Resists +6% temporal Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Xanaretha the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +15% acid ----- def ----- Max.HP +40.00 ---------- misc Hate/m.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Anodor the drakeskin leather cap (8 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Cun +6 Con dps ---------- Dmg.mod +3% mind Acc +7 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +9% fire +6% light +10% cold Crit.chn- 15.00% Phys.save +21 (+8 eff.) Mind.save +12 (+4 eff.) HP.reg +2.00 Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 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. |
| On hands | naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 8 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +7% 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 | Nimbusransom [power 248] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Armour +16 Resists +9% lightning Max.HP +20.00 Knockbk- +20% Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glinttouch the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +10% darkness +3% light ----- def ----- Resists +20% darkness +9% light Spell.save +14 (+6 eff.) ---------- misc Max.stam +13.00 Light +2 Rings make your fingers look great! |
| On fingers | Wretchbiter0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Mag +4 Wil dps ---------- Dmg.mod +12% nature Res.pen +10% darkness +5% blight On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 99.47 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | nightruned hardened leather belt of valiance1.0 T3 belt armor [Ego+] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +10% light +7% darkness Mind.save +6 (+2 eff.) Max.HP +53.00 A belt that goes around your waist. |
| In off hand | caustic steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +11 acid +12 nature While equipped: dps ---------- Res.pen +7% acid +5% nature Apr +5 Sharp, short and deadly. |
| Cloak | marshal's linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Olenik (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Cun +1 Con dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +7 (+4 eff.) Dmg.mod +7% light +9% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% all Max.HP +100.00 Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Dissipation ( )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. |
restful steel amulet of magic (+4) =mag 4=0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Vorunn the steel ring =tag 3=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con +3 Mag dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+8 eff.) Res.pen +15% arcane ----- def ----- Resists +2% physical HP.reg +3.00 Stun/Frz- +24% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
enhanced steel battleaxe (20-31 power, 2 apr) =mag 6=3.0 T2 battleaxe 2H weapon [Ego+] Nature Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +6 Mag +7 Wil +10 Cun +5 Con Massive two-handed battleaxes. |
hateful steel battleaxe of the mystic (20-30 power, 2 apr) =mag 5=3.0 T2 battleaxe 2H weapon [Ego] Arcane/Psionic Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+5 eff.) Massive two-handed battleaxes. |
balanced steel greatsword of the mystic (25-40 power, 2 apr) =mag 5=3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +10 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +36% Massive two-handed swords. |
arcing steel mace of the mystic (12-16 power, 3 apr) =mag 3=3.0 T2 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.pwr +6 (+3 eff.) Blunt and deadly. |
iron dagger 'Sametar' (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Wil +3 Con dps ---------- Res.pen +10% blight Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% ---------- misc Light +3 Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) =mag 5=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Brightnaught the woollen robe (10 def, 4 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +12% acid ----- def ----- Armour +4 Defense +10 (+4 eff.) Resists +18% acid +6% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe of power (0 def, 0 armour) =mag 3=2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +18 (+9 eff.) Dmg.mod +12% temporal +6% arcane +6% all ----- def ----- Resists +9% all ---------- misc Max.mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glintstalker (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +6 Cun +4 Con dps ---------- Spell.crit +7% Crit.mult +14.00% Spell.pwr +7 (+4 eff.) Dmg.mod +21% nature +19% light +10% darkness Melee Ret 2 light ----- def ----- Resists +31% nature +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +6 Wil ----- def ----- Resists +7% blight +11% all Max.HP +76.00 HP.reg +2.20 Heal.mod +18% ---------- misc Mana/turn +0.19 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
marauder's hardened leather armour of Toknor (14 def, 6 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +14 (+5 eff.) Fatigue +8% Phys.save +7 (+4 eff.) A suit of armour made of leather. |
Emomina1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Mind.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +3% mind +3% blight Phys.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) =tag 2=2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves of spellstriking (0 def, 2 armour) =mag 5=1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +9 (+5 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +4% arcane 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. |
grounding rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +7% cold +6% temporal ---------- misc Breathe water A cap made of leather. |
Xanubreth (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.crit +1% Spell.pwr +10 (+5 eff.) S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Mind.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
67 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Hellveil'1.0 T3 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +15% physical +5% fire Apr +2 ----- def ----- Defense +5 (+2 eff.) Phys.save +26 (+10 eff.) Heal.mod +14% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 79% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 343/400 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By dawn the Drem Rogue level 13
15th Steel 123rd year of Ascendancy at 23:56 see stats
Earth Master
Killed Harkor'Zun.By dawn the Drem Rogue level 19
26th Stralite 123rd year of Ascendancy at 13:58 see stats
Exterminator
Killed 1000 creatures.By dawn the Drem Rogue level 18
17th Gold 123rd year of Ascendancy at 10:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By dawn the Drem Rogue level 22
36th Profit 123rd year of Ascendancy at 14:54 see stats
Level 10
Got a character to level 10.By dawn the Drem Rogue level 10
13rd Iron 123rd year of Ascendancy at 07:04 see stats
Level 20
Got a character to level 20.By dawn the Drem Rogue level 20
29th Stralite 123rd year of Ascendancy at 08:33 see stats
Poisonous
Sided with the assassin lord.By dawn the Drem Rogue level 18
3rd Stralite 123rd year of Ascendancy at 02:30 see stats
The Arena
Unlocked Arena mode.By dawn the Drem Rogue level 12
28th Iron 123rd year of Ascendancy at 02:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By dawn the Drem Rogue level 20
45th Stralite 123rd year of Ascendancy at 17:05 see stats
The secret city
Discovered the truth about mages.By dawn the Drem Rogue level 5
45th Dearth 122nd year of Ascendancy at 19:12 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By dawn the Drem Rogue level 20
44th Stralite 123rd year of Ascendancy at 19:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By dawn the Drem Rogue level 20
45th Stralite 123rd year of Ascendancy at 16:40 see stats
Log
There is a A path into the Old Forest here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Dawn wears (replacing pixie's steel ring of pilfering =mag 2=): Wretchbiter.
You gain 4.45 gold from the transmogrification of pixie's steel ring of pilfering.
You gain 5.00 gold from the transmogrification of Rune of the Rift (270.00 temporal damage, removed from time 4 turns).
You gain 1.13 gold from the transmogrification of healing infusion of the duelist (heal 172; cd 13).
You gain 10.00 gold from the transmogrification of Skin of Many (12 def, 6 armour).
You gain 3.38 gold from the transmogrification of arcing steel dagger of the mystic (11-14 power, 6 apr).
You consume the heart and feel the knowledge of this very old creature fill you!
You have 3 stat point(s) to spend. Press p to use them.
You have 1 class talent point(s) to spend. Press p to use them.
You have 1 generic talent point(s) to spend. Press p to use them.
You are transformed by the heart of the Queen!
You gain an affinity for nature. You can now learn new Harmony talents (press p).
You have no more Heart of the Sandworm Queen.
Dawn deactivates Insidious Poison.
Dawn activates Insidious Poison.
Dawn deactivates Apply Poison.
Dawn activates Apply Poison.
Dawn deactivates Numbing Poison.
Dawn activates Numbing Poison.
Dawn deactivates Trained Reactions.
Dawn activates Trained Reactions.






































































































