











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 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:
 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses: 
 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 Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Writhing One | 
| Level / Exp | 23 / 19% | 
| Size | medium | 
| Lifes / Deaths | Killed by Burb the snow giant champion at level 13 on the 7th Dusk 122nd year of Ascendancy at 17:530 / 6 Killed by Chronolith Twin at level 17 on the 10th Dusk 122nd year of Ascendancy at 10:33 Killed by Salevea the half formed drem at level 19 on the 14th Dusk 122nd year of Ascendancy at 23:59 Killed by Ce'Nalaith the half formed drem at level 19 on the 15th Dusk 122nd year of Ascendancy at 01:58 Killed by naga myrmidon at level 20 on the 32nd Dusk 122nd year of Ascendancy at 01:01 Killed by lesser vampire at level 23 on the 60th Dusk 122nd year of Ascendancy at 23:45 | 
Primary Stats
| Strength | 55 (base 40) | 
| Dexterity | 13 (base 10) | 
| Constitution | 26 (base 22) | 
| Magic | 63 (base 46) | 
| Willpower | 12 (base 10) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -45/609 | 
| Insanity | 40/100 | 
| Healing Factor | 1.1816586254954 | 
| Regeneration | 6.203707783851 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.60995032651% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 2 | 
Offense: Mainhand
| Damage | 81 | 
| Accuracy | 34 | 
| Crit Chance | 14% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +15% | 
| Lightning | +15% | 
| Light | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +9% | 
| Darkness | +10% | 
Defense: Base
| Armour (hardiness) | 49 (88.568973732692%) | 
| Defense | 13 | 
| Ranged Defense | 13 | 
| Fatigue | 26 | 
| Physical Save | 35 | 
| Spell Save | 37 | 
| Mental Save | 25 | 
Defense: Resistances
| Acid | + 11%( 70%) | 
| Blight | + 17%( 70%) | 
| Arcane | + 12%( 70%) | 
| Cold | + 33%( 70%) | 
| All | + 8%( 70%) | 
| Darkness | + 37%( 70%) | 
| Light | + 21%( 70%) | 
| Physical | + 10%( 70%) | 
| Fire | + 24%( 70%) | 
| Nature | + 11%( 70%) | 
Defense: Immunities
| Stun Resistance | 49% | 
| Confusion Resistance | 22% | 
| Disarm Resistance | 35% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 24% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 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 80 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: 1.0Infusion: Healing Use 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 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Demented / Disfigured face | 1.50 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Demented / Tentacles | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| 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 injured seer to the recall portal on level 1 of Old Forest.Escort: injured seer (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair.Escort: lost defiler (level 2 of Norgos Lair) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell.Escort: lost sun paladin (level 2 of Dreadfell) As a reward you improved Strength by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Daikara.Escort: lost warrior (level 2 of Daikara) As a reward you improved Strength by +5. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom.Escort: temporal explorer (level 1 of Heart of the Gloom) As a reward you improved Magic 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 treasure It looks extremely dangerous, however - beware. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 fire dragon that dwelled there. | done | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 15. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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 Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * 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 Dread There 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 Devours It 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 | 
Equipment
| On feet |  traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -2% Phys.save +8 (+4 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 52, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 179.40 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
| On head |  miner's hardened leather cap of the depths (0 def, 5 armour) 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +3% Resists +8% cold ---------- misc Infravis +2 Breathe water A cap made of leather. | 
| Tool |  Nimbustide [power 176]  (15 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +3% blight +3% light +5% arcane Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  savior's gold ring of perseverance 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! | 
| On fingers |  Unronaridir the gold ring 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% acid +6% cold +3% nature Spell.save +20 (+8 eff.) Mind.save +7 (+3 eff.) HP.reg +3.00 Confus- +22% Stun/Frz- +28% ---------- misc Max.stam +14.00 Rings make your fingers look great! | 
| Around waist |  blurring rough leather belt of transcendence 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+8 eff.) Phys.save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. | 
| In main hand |  warbringer's stralite longsword of crippling (35-49 power, 5 apr) 3.0 T4 longsword 1H weapon [Ego++] Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +9.0% Phys.pwr +8 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +15% Sharp, long, and deadly. | 
| On hands |  restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Frigidream (0 def, 17 armour) 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +3% cold +18% fire +2% physical Heal.mod +5% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. | 
| Cloak |  thick cashmere cloak of the Shaloren (2 def, 7 armour) 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  starlit steel amulet of magic (+3) 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% light +12% darkness Blind- +24% Amulets make your neck look great! | 
Inventory
|  regeneration infusion (heal 197; 17 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 197 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  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. | 
|  Rune of the Rift (198.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 198.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  steel amulet of dexterity (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! | 
|  marksman's copper ring of arcana (+0.14/turn) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.14 Rings make your fingers look great! | 
|  psionicist's steel ring of perseverance 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! | 
|  titan's copper ring of time (+11%) 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Phys.save +4 (+2 eff.) Rings make your fingers look great! | 
|  balanced dwarven-steel battleaxe of massacre (38-58 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Ego] Master Power 38.5 - 57.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+8 eff.) Disarm- +36% Massive two-handed battleaxes. | 
|  arcing dwarven-steel dagger of vileness (20-26 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 * 25% chance for lightning to strike from the target to a second target dealing 78 damage Sharp, short and deadly. | 
|  arcing dwarven-steel greatmaul of projection (44-65 power, 2 apr) 5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. | 
|  flaming dwarven-steel greatmaul (40-61 power, 2 apr) 5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +16 fire Massive two-handed mauls. | 
|  flaming dwarven-steel greatmaul of enduring (42-62 power, 2 apr) 5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Nature Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +10 Con +7 Wil ----- def ----- Max.HP +49.00 Massive two-handed mauls. | 
|  dwarven-steel longsword of projection (24-33 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego+] Psionic Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. | 
|  iron longsword (12-18 power, 2 apr) 3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. | 
|  thorny mindstar (8-8 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] 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.) ---------- 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. | 
|  vined mindstar of balance (5-6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature 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% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 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. | 
|  Hare-Skin Sling 4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+8 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  magewarrior's short yew starstaff (20-24 power, 4 apr, darkness element) 5.0 T3 staff 1H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +7 (+3 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% darkness Acc +10 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew vilestaff of invocation (20-24 power, 4 apr, blight element) 5.0 T3 staff 2H weapon [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% Spell.pwr +15 (+5 eff.) S.pwr/crit +5 Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 38.33 to 46.00 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  dwarven-steel waraxe (18-24 power, 4 apr) 3.0 T3 waraxe 1H weapon [Normal] Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. | 
|  iron waraxe of massacre (18-25 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. | 
|  plaguebringer's dwarven-steel waraxe of massacre (26-36 power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +13% One-handed war axes. | 
|  steel waraxe (12-18 power, 3 apr) 3.0 T2 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. | 
|  steel waraxe of daylight (13-18 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light Against +7% Undead One-handed war axes. | 
|  steel waraxe of erosion (12-16 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Nature Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature One-handed war axes. | 
|  grounding rough leather belt of transcendence 1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +5 (+2 eff.) A belt that goes around your waist. | 
|  cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- 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. | 
|  spellwoven cashmere robe of light (+21%) (0 def, 0 armour) 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Dmg.mod +14% light ----- def ----- Resists +21% light +11% all Spell.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Cyryba (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Armour +1 Resists +5% lightning +6% temporal Die.at -60.00 life A pair of boots made of leather. | 
|  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  grounding pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  blighted iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Shockgasher the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +9% lightning Apr +1 ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  insulating iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Baloromirion the dwarven-steel mail armour (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +17% lightning +3% blight +6% mind +6% darkness Crit.chn- 5.00% HP.reg +4.00 Blind- +10% A suit of armour made of mail. | 
|  enlightening hardened leather armour (9 def, 6 armour) 9.0 T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Mind.save +15 (+7 eff.) A suit of armour made of leather. | 
|  hardened leather armour (9 def, 6 armour) 9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% A suit of armour made of leather. | 
|  steel plate armour of the dragon (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +5% acid +5% physical +5% cold +5% lightning +6% fire Disarm- +20% Stun/Frz- +26% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. | 
|  4 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  9 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 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. | 
|  5 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. | 
|  Light of Revelation 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +7 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. | 
|  Imp Claw 2.0 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 131.14 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 Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  5 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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 Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  deadly pouch of dwarven-steel shots of wind (18/19, 40-48 power, 3 apr) 3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage Shots are used with slings to pummel your foes to death. | 
|  pouch of steel shots of crippling (20/20, 20-25 power, 2 apr) 3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. | 
|  steel torque of gale force [power 165]  (15 cooldown) 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  8 amethyst 0.0 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. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  3 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Diet Worms the Thalore Writhing One level 21
32nd Dusk 122nd year of Ascendancy at 21:58 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Diet Worms the Thalore Writhing One level 21
36th Dusk 122nd year of Ascendancy at 19:07 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Diet Worms the Thalore Writhing One level 22
39th Dusk 122nd year of Ascendancy at 15:13 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Diet Worms the Thalore Writhing One level 21
32nd Dusk 122nd year of Ascendancy at 20:12 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Diet Worms the Thalore Writhing One level 10
8th Mirth 122nd year of Ascendancy at 03:04 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Diet Worms the Thalore Writhing One level 20
30th Dusk 122nd year of Ascendancy at 18:58 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Diet Worms the Thalore Writhing One level 20
31st Dusk 122nd year of Ascendancy at 00:26 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Diet Worms the Thalore Writhing One level 10
9th Mirth 122nd year of Ascendancy at 11:48 see stats
 The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Diet Worms the Thalore Writhing One level 21
32nd Dusk 122nd year of Ascendancy at 21:58 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Diet Worms the Thalore Writhing One level 11
10th Mirth 122nd year of Ascendancy at 21:49 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Diet Worms the Thalore Writhing One level 18
14th Dusk 122nd year of Ascendancy at 23:40 see stats
Log
Diet Worms starts regenerating health quickly.
Dissolved Face from Diet Worms hits Ghoul for 45 darkness damage.
Skeleton magus casts Manathrust.
You collect a new ingredient: chunk of ghoul flesh (1).
Lesser vampire casts Rune: Acid Wave.
Ghoul is disarmed!
Armoured skeleton warrior is disarmed!
Forest wight is disarmed!
Skeleton master archer is disarmed!
Diet Worms is disarmed!
Dissolved Face from Diet Worms hits Ghoul for 21 darkness damage.
Dissolved Face from Diet Worms hits Skeleton mage for 47 darkness damage.
Dissolved Face from Diet Worms hits Lesser vampire for (21 absorbed), 0 darkness (0 total damage).
Dissolved Face from Diet Worms hits Skeleton warrior for 44 darkness damage.
Dissolved Face from Diet Worms hits Skeleton magus for 47 darkness damage.
Dissolved Face from Diet Worms hits Lesser vampire for 49 darkness damage.
Dissolved Face from Diet Worms hits Ghast for 23 darkness damage.
Dissolved Face from Diet Worms hits Skeleton magus for 22 darkness damage.
Dissolved Face from Diet Worms hits Master vampire for 49 darkness damage.
Dissolved Face from Diet Worms hits Armoured skeleton warrior for 40 darkness damage.
Lesser vampire hits Armoured skeleton warrior for 53 acid damage.
Lesser vampire hits Forest wight for 110 acid damage.
Lesser vampire hits Diet Worms for 82 acid damage.
Lesser vampire hits Ghoul for 53 acid damage.
Lesser vampire hits Skeleton master archer for 110 acid damage.
Skeleton magus hits Armoured skeleton warrior for 148 arcane damage.
Skeleton magus hits Diet Worms for 108 arcane damage.
Skeleton magus hits Ghast for 148 arcane damage.
Skeleton magus hits Ghoul for 148 arcane damage.
Diet Worms the level 23 thalore writhing one was melted to death by a lesser vampire on level 2 of Dreadfell.











































