











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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. 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 | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 28 / 35% |
| Size | big |
| Lifes / Deaths | Killed by Arythra the blade horror at level 28 on the 30th Steel 123rd year of Ascendancy at 18:18 5 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 126 (base 60) |
| Dexterity | 9 (base 11) |
| Constitution | 62 (base 41) |
| Magic | 8 (base 10) |
| Willpower | 36 (base 13) |
| Cunning | 31 (base 21) |
Resources
| Life | 1143/1143 |
| Stamina | 246/246 |
| Equilibrium | 0 |
| Healing Factor | 1.4698029716161 |
| Regeneration | 7.7164656009845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 26.878701826468 |
| See Invisible | 26.878701826468 |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 48 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +14% |
| Fire | +29% |
| Cold | +8% |
| Physical | +19% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +20% |
| Light | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.883307766991 (81.151787968034%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 46 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 37%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 22%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 34%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 23%( 70%) |
| Lightning | + 44%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Stun Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
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) Is: a nature gift Description: Activate the infusion to heal yourself for 572 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved mental save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 68. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 electric eel tail. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Furnacefame (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical +27% fire Acc +25 (+8 eff.) ----- def ----- Armour +3 Resists +10% lightning +9% temporal Phys.save +9 (+2 eff.) A pair of boots made of leather. |
| Light source | alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glaciermortal (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +6% cold On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +6% darkness +13% blight +5% cold +5% nature ---------- misc Breathe water A cap made of leather. |
| Tool | iron torque of gale force 'Flashpeal' [power 100] (5/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% lightning Melee Ret 4 lightning 2 blight Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 119 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 16.96 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | stralite battleaxe of enduring (45-68 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +12 Con +7 Wil ----- def ----- Max.HP +75.00 Massive two-handed battleaxes. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+8 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 9/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Main armor | Xedamina the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +13% darkness +6% mind Mind.save +12 (+4 eff.) Max.HP +28.00 HP.reg +5.00 Heal.mod +13% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +10.00 Light +1 A suit of armour made of mail. |
| Cloak | Breezereek (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +3% nature +1% physical Max.HP +35.00 Blind- +20% Disease- +10% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Splendourslicer the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +12% light Res.pen +25% light +10% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +14% lightning Spell.save +6 (+2 eff.) Stun/Frz- +29% Amulets make your neck look great! |
Inventory
heroism infusion of the titan (die at -429; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -429 life. The duration and life will increase by 1% for every 1% life you have lost (currently 429 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 674%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Scorchpunish the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Resists +17% fire +16% cold ---------- misc Light +3 Infravis +3 See.Invis +12 Amulets make your neck look great! |
clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +11% blight Poison- +23% Disease- +20% Amulets make your neck look great! |
cleansing voratun amulet0.1 T5 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +16% blight Poison- +26% Disease- +41% Amulets make your neck look great! |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +28% Knockbk- +26% Amulets make your neck look great! |
Artheharadar0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Armour +2 Resists +15% lightning Silence- +20% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+4 eff.) Resists +22% nature Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Deepstouch'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% arcane +12% darkness Res.pen +15% darkness +10% acid Melee Ret 4 darkness ----- def ----- Resists +5% arcane +12% acid Spell.save +18 (+6 eff.) ---------- misc Max.stam +32.00 Rings make your fingers look great! |
treant's gold ring of misery0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 physical Ranged+ 11 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% nature +7% blight Poison- +13% Disease- +13% ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
warrior's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
acidic dwarven-steel battleaxe of massacre (41-62 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Blazereek' (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +15% light ----- def ----- Resists +6% cold Spell.save +3 (+1 eff.) Heal.mod +10% Confus- +20% Stun/Frz- +20% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Chargegrit the dwarven-steel greatmaul (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 lightning Against +16% Unnatural While equipped: Stats +2 Str +5 Mag +3 Wil dps ---------- Res.pen +10% lightning ----- def ----- Resists +18% lightning +3% fire Massive two-handed mauls. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+6 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 53.20 physical (gravity) damage. Each target moved beyond the first increases the damage by 6.65 (up to a maximum of 26.60 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Shadowviper1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 10 darkness ----- def ----- Resists +3% darkness +6% mind HP.reg +1.20 Heal.mod +14% A belt that goes around your waist. |
hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +5 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
nightruned hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +7% light +7% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Polirama the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +2 Dex dps ---------- Mov.spd +10% Acc +15 (+5 eff.) ----- def ----- Armour +4 Fatigue -3% Resists +3% acid +6% temporal Phys.save +6 (+1 eff.) Max.HP +35.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+4 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots 'Sunsin' (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.pwr +20 (+4 eff.) Res.pen +10% fire ----- def ----- Armour +3 Defense +10 (+9 eff.) Fatigue +2% Resists +3% light Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrygalaith the Kilnwalker (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 11 nature Dmg.mod +8% nature +3% arcane Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +5% Resists +4% physical +6% blight +12% fire +6% nature +6% cold Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) HP.reg +2.00 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. |
Lorydur the Gleamrupture (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +5% Crit.mult +10.00% Dmg.mod +6% arcane Phasing +30% Melee Ret 10 light 4 blight ----- def ----- Armour +3 HP.reg +7.00 ---------- misc Stam/turn +1.00 Max.stam +26.00 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. |
rough leather gloves 'Blazebutcher' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +4 Wil +1 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +6% mind Res.pen +10% lightning ----- def ----- Armour +1 ---------- misc Infravis +3 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. |
Cyrelraba the Taintrune (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +15% fire +10% mind +9% cold Res.pen +20% fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +2 (+2 eff.) Resists +6% cold +8% mind +6% nature Phys.save +7 (+1 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.psi +22.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Chekath the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +4 Str +1 Wil +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +15% acid +6% mind A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 8.79 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+4 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
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. |
61 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. |
2 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. |
14 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Shinehunger the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +3% nature +3% darkness +6% light Mind.save +5 (+1 eff.) ---------- misc Light +3 See.Stealth +5 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cyrinne the yew wand of conjuration [power 210] (5/15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce armor by 7% ----- def ----- Resists +6% mind Fire a magical bolt dealing 271 fire damage Puts all charms on 15 cooldown 100% to heal for 49. 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Dwarf the Dwarf Berserker level 28
28th Steel 123rd year of Ascendancy at 14:55 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Dwarf the Dwarf Berserker level 27
21st Steel 123rd year of Ascendancy at 16:03 see stats
Bringer of Doom
Killed a Bringer of Doom.By Dwarf the Dwarf Berserker level 23
1st Steel 123rd year of Ascendancy at 08:51 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Dwarf the Dwarf Berserker level 27
25th Steel 123rd year of Ascendancy at 23:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dwarf the Dwarf Berserker level 16
5th Shortage 122nd year of Ascendancy at 19:17 see stats
Exterminator
Killed 1000 creatures.By Dwarf the Dwarf Berserker level 19
1st Iron 123rd year of Ascendancy at 11:59 see stats
Fear me not!
Survived the Fearscape!By Dwarf the Dwarf Berserker level 26
18th Steel 123rd year of Ascendancy at 09:27 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dwarf the Dwarf Berserker level 23
21st Iron 123rd year of Ascendancy at 03:06 see stats
Level 10
Got a character to level 10.By Dwarf the Dwarf Berserker level 10
40th Dearth 122nd year of Ascendancy at 01:14 see stats
Level 20
Got a character to level 20.By Dwarf the Dwarf Berserker level 20
4th Iron 123rd year of Ascendancy at 05:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dwarf the Dwarf Berserker level 23
3rd Steel 123rd year of Ascendancy at 06:51 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dwarf the Dwarf Berserker level 27
20th Steel 123rd year of Ascendancy at 17:42 see stats
Size matters
Did over 600 damage in one attack.By Dwarf the Dwarf Berserker level 19
2nd Iron 123rd year of Ascendancy at 14:48 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Dwarf the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 09:01 see stats
The Arena
Unlocked Arena mode.By Dwarf the Dwarf Berserker level 11
44th Dearth 122nd year of Ascendancy at 19:05 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Dwarf the Dwarf Berserker level 23
1st Steel 123rd year of Ascendancy at 00:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dwarf the Dwarf Berserker level 28
29th Steel 123rd year of Ascendancy at 14:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dwarf the Dwarf Berserker level 19
23rd Shortage 122nd year of Ascendancy at 00:05 see stats
Log
Dwarf is cured!
Dwarf lessens the pain.
Arythra the blade horror is dazed!
Arythra the blade horror is not dazed anymore.
Dwarf resists Arythra the blade horror's 'Miasma'!
Arythra the blade horror stops bleeding.
Arythra the blade horror hits Arythra the blade horror for 0 fire damage.
Bleeding from Dwarf hits Arythra the blade horror for (29 to psi shield), 0 physical (0 total damage).
Arythra the blade horror casts Blastwave.
Dwarf is on fire!
Dwarf resists the punch!
Dwarf resists Arythra the blade horror's 'Miasma'!
Dwarf is no longer attuned.
Dwarf attunes to the damage.
Arythra the blade horror hits Dwarf for 46 fire damage.
Arythra the blade horror's cleansing fire area effect hits Dwarf for 29 fire damage.
Arythra the blade horror's cleansing fire area effect hits Dwarf for 29 fire damage.
Arythra the blade horror's arcane area effect hits Dwarf for 136 arcane damage.
Arythra the blade horror's cleansing fire area effect hits Arythra the blade horror for 7 fire damage.
Arythra the blade horror's cleansing fire area effect hits Dwarf for 29 fire damage.
Burning from Arythra the blade horror hits Dwarf for 15 fire damage.
Dwarf the level 28 dwarf berserker was combusted to death by Arythra the blade horror on level 2 of Duvular.
Dwarf's rage subsides!
Dwarf no longer revels in blood quite so much.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Arythra the blade horror killed Dwarf!
Saving game...
Saving done.


































































































