












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official Expansion!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!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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 21 / 85% |
| Size | small |
| Lifes / Deaths | Killed by skeleton magus at level 2 on the 75th Pyre 122nd year of Ascendancy at 08:32 0 / 7Killed by Donadd at level 16 on the 15th Dusk 122nd year of Ascendancy at 04:47 Killed by Donadd at level 16 on the 26th Dusk 122nd year of Ascendancy at 19:53 Killed by poison gas trap at level 18 on the 17th Haze 122nd year of Ascendancy at 10:36 Killed by poison gas trap at level 20 on the 60th Haze 122nd year of Ascendancy at 05:56 Killed by fire drake at level 20 on the 10th Allure 123rd year of Ascendancy at 12:01 Killed by snow giant boulder thrower at level 21 on the 1st Regrowth 123rd year of Ascendancy at 13:23 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 62 (base 41) |
| Constitution | 19 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 62 (base 48) |
Resources
| Life | -288/630 |
| Stamina | 191/202 |
| Healing Factor | 1.4091723257555 |
| Regeneration | 21.630795200347 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 41.154681673803 |
| See Invisible | 41.154681673803 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 61 |
| Crit Chance | 52% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 61 |
| Crit Chance | 51% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 10 (49.007671158813%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 14 |
| Mental Save | 26 |
Defense: Resistances
| Fire | + 12%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 36%( 70%) |
| Nature | + 3%( 70%) |
| Cold | + 3%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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 381 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 failed to protect the lost tinker from death by assassin. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by Donadd. Escort: temporal explorer (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Xeratha the skeleton warrior. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope has completed an elixir of brawn without your aid. | 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 within4 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 | Barain (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +5 Dex dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% acid ----- def ----- Armour +1 Stealth +6 Die.at -80.00 life A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Lightraider' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +2 Mag +1 Wil +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% light A cap made of leather. |
| On hands | Zubynne the hardened leather gloves (15 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Defense +15 (+5 eff.) HP.reg +3.00 ---------- misc Stam/turn +3.80 Max.stam +14.00 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 | soothing steel torque of psionic shield [power 47] (15/25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Sewerquarry0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +1 Wil dps ---------- Mind.crit +2% Melee+ 8 physical Ranged+ 7 physical Dmg.mod +3% darkness Melee Ret 6 nature On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 13% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% nature Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | steel ring 'Sleetqueller'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +3% cold +2% physical Die.at -80.00 life Max.HP +51.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
| Around neck | copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
| In main hand | enhanced steel dagger of crippling (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 10.5 - 13.7 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +5 Cun +4 Con dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | iron dagger of crippling (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
| Cloak | Heatseam the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% physical ----- def ----- Defense +9 (+3 eff.) Resists +12% fire +3% darkness +12% mind Phys.save +8 (+4 eff.) Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +50.00 HP.reg +3.10 Heal.mod +11% A suit of armour made of leather. |
Inventory
shatter afflictions rune of the wizard (absorb 37; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 37 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
warrior's steel ring of blight (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +8 Resists +11% blight Rings make your fingers look great! |
stralite ring 'Ivodhetta'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +14% lightning ----- def ----- Defense +15 (+5 eff.) Resists +28% lightning +6% temporal Phys.save +18 (+9 eff.) Heal.mod +10% Rings make your fingers look great! |
Shocktouch the ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+5 eff.) Dmg.mod +12% acid +15% temporal +9% light +6% lightning Melee Ret 8 lightning ----- def ----- Resists +12% acid +12% lightning Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of power (25-30 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 25.0 - 30.0 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% Spell.pwr +19 (+12 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of erosion (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +32% Massive two-handed battleaxes. |
steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Arthifast the Flowerwreck (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +16 darkness On Crit.r2 +16 nature While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) ---------- misc Equi/ret +0.04 Sharp, long, and deadly. |
steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Weepmaim (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +4 nature +4 cold While equipped: dps ---------- Dmg.mod +3% cold Acc +7 (+2 eff.) Melee Ret 2 nature ----- def ----- Defense +6 (+2 eff.) Resists +15% light Disarm- +22% Sharp, short and deadly. |
plaguebringer's iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 9 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
flaming dwarven-steel dagger of daylight (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 light Against +8% Undead On Hit.r1 +10 fire Sharp, short and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Phlegmbone the vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature +12% temporal ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature Res.pen +4% nature ----- def ----- Resists +2% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
ranger's steel steamgun of acid4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 acid Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +14% cold Res.pen +7% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic pouch of dwarven-steel shots (20/20, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Shots are used with slings to pummel your foes to death. |
steel shield (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
prismatic cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% fire +11% light +12% darkness A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Noonwake' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% ----- def ----- Defense +7 (+2 eff.) Resists +6% light Phys.save +6 (+3 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Spell.save +5 (+5 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerowyn the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% physical ----- def ----- Armour +1 Resists +6% fire +6% cold Heal.mod +10% Disease- +10% Stun/Frz- +20% A pair of boots made of leather. |
Xerynor the Ashbone (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% mind +6% fire Res.pen +5% lightning Melee Ret 2 fire ----- def ----- Armour +1 Resists +6% mind 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
insulating linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +6% cold ---------- misc Equi/ret +0.90 Psi/ret +0.70 Hate/ret +1.10 A pointy cloth hat, very wizardly... |
Pyrejam the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +6% blight Res.pen +10% blight +5% fire ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.16 A cap made of leather. |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
6 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. |
6 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. |
6 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 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. |
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. |
Aronn2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +30 (+17 eff.) Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ---------- 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. |
Glintspawner (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.crit +1% Res.pen +10% blight +5% arcane Melee Ret 2 light ----- def ----- Fatigue -5% Resists +6% blight ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 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. |
elm totem of healing [power 122] (15/15 cooldown)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. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Donadd the Halfling Rogue level 18
2nd Haze 122nd year of Ascendancy at 23:42 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Donadd the Halfling Rogue level 20
61st Haze 122nd year of Ascendancy at 06:16 see stats
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By Donadd the Halfling Rogue level 16
15th Dusk 122nd year of Ascendancy at 04:47 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By Donadd the Halfling Rogue level 20
60th Haze 122nd year of Ascendancy at 05:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Donadd the Halfling Rogue level 10
5th Mirth 122nd year of Ascendancy at 15:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Donadd the Halfling Rogue level 20
60th Haze 122nd year of Ascendancy at 05:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Donadd the Halfling Rogue level 20
61st Haze 122nd year of Ascendancy at 18:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Donadd the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 04:09 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Donadd the Halfling Rogue level 12
10th Flare 122nd year of Ascendancy at 16:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Donadd the Halfling Rogue level 16
26th Dusk 122nd year of Ascendancy at 11:56 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Donadd the Halfling Rogue level 20
10th Allure 123rd year of Ascendancy at 12:02 see stats
Log
Donadd's Fan of Knives hits Snow giant thunderer for 111 physical, 4 physical, 14 light (129 total damage).
Donadd's Fan of Knives hits Snow giant boulder thrower for 14 light damage.
Donadd's Fan of Knives hits Snow giant thunderer for 14 light damage.
Donadd's Fan of Knives hits Something for 14 light damage.
Donadd's Fan of Knives hits Snow giant thunderer for 111 physical, 4 physical, 14 light (129 total damage).
Donadd's Fan of Knives hits Snow giant boulder thrower for 14 light damage.
Donadd's Fan of Knives hits Snow giant thunderer for 14 light damage.
Donadd's Fan of Knives performs a melee critical strike against Snow giant boulder thrower!
Snow giant boulder thrower is silenced!
Donadd's Fan of Knives performs a melee critical strike against Snow giant boulder thrower!
Donadd's Fan of Knives killed Snow giant thunderer!
Donadd's Fan of Knives hits Snow giant boulder thrower for 129 physical, 6 physical, 14 light (148 total damage).
Donadd's Fan of Knives hits Snow giant thunderer for 14 light damage.
Donadd's Fan of Knives hits Snow giant boulder thrower for 114 physical, 6 physical, 14 light (134 total damage).
Donadd's Fan of Knives hits Snow giant thunderer for 14 light damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Donadd!
Donadd resists the knockback!
Snow giant boulder thrower hits Donadd for 214 physical damage.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits Snow giant boulder thrower for 133 lightning damage.
Snow giant thunderer hits Donadd for 133 lightning damage.
Donadd uses Disengage.
Donadd is moving at extreme speed!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Donadd!
Donadd resists the knockback!
Snow giant boulder thrower hits Donadd for 211 physical damage.
Donadd the level 21 halfling rogue was bludgeoned to death by a snow giant boulder thrower on level 1 of Daikara.



















































































































