











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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 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:
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 | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 22 / 0% |
Size | medium |
Lifes / Deaths | Killed by Elegabrewyn the orc archer at level 22 on the 3rd Steel 123rd year of Ascendancy at 04:17 / 1 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 33 (base 10) |
Constitution | 14 (base 10) |
Magic | 68 (base 51) |
Willpower | 13 (base 10) |
Cunning | 68 (base 41) |
Resources
Life | -107/573 |
Mana | 14/241 |
Stamina | 150/190 |
Healing Factor | 1.0372895330003 |
Regeneration | 1.2966119162504 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 38.359308386465 |
See Invisible | 41.359308386465 |
Offense: Mainhand
Damage | 38 |
Accuracy | 45 |
Crit Chance | 24% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +50% |
Light | +19% |
Physical | +13% |
Arcane | +10% |
Nature | +16% |
All | +7% |
Offense: Damage Penetration
Lightning | +25% |
Temporal | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 33 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 34%( 70%) |
Light | + 30%( 70%) |
Darkness | + 22%( 70%) |
Nature | + 20%( 70%) |
Physical | + 16%( 70%) |
Cold | + 20%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Bleed Resistance | 10% |
Confusion Resistance | 96% |
Stun Resistance | 67% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% 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 Magic stat. |
Class Talents
Technique / Magical combat | 1.53 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
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 lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * '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.' 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 bloated horror heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +22% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 4 temporal ----- def ----- Defense +10 (+3 eff.) Max.HP +45.00 Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +25% lightning On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Defense +2 (+0 eff.) Resists +9% darkness +6% lightning Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% temporal ----- def ----- Resists +6% nature Def/telep +15 Res/telep +15% Dur/telep +15% Fire a magical bolt dealing 508 acid damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +3 Con +6 Lck dps ---------- Crit.mult +15.00% Melee Ret 2 physical ----- def ----- Defense +15 (+5 eff.) Phys.save +6 (+3 eff.) Stealth +5 ---------- misc T.Disarm +8 Max.stam +20.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 98.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +20 (+8 eff.) Melee+ 8 lightning Dmg.mod +6% lightning +6% physical Acc +15 (+5 eff.) ----- def ----- Armour +2 Defense +25 (+8 eff.) Resists +7% lightning +6% cold 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. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +1 Dex +2 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) Dmg.mod +12% lightning +12% light +7% all ----- def ----- Resists +18% light +9% all Spell.save +17 (+8 eff.) ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +1% physical Die.at -80.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +23% ---------- misc Masteries +0.23 Technique/Magical combat Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 18% 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1084% for 10 turns (0 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind +3% cold ----- def ----- Resists +9% temporal +12% light +11% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Acc +20 (+7 eff.) Melee Ret 8 cold ----- def ----- Resists +13% temporal Pinning- +25% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% fire +5% cold Melee Ret 6 light 4 cold ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +15% temporal Pinning- +22% Knockbk- +24% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Mana/turn +0.10 Max.mana +26.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +21.00 Disarm- +23% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 blight On Hit.r1 +4 cold On Hit: * 12% chance to reduce strength, dexterity, and constitution by 27 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Str dps ---------- Dmg.mod +9% light +9% physical Res.pen +10% cold Acc +10 (+3 eff.) Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Psionic Power 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +6% Living On Hit.r1 +6 fire On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 acid While equipped: Stats +8 Dex +3 Cun dps ---------- Phys.spd +10% Acc +13 (+4 eff.) ---------- misc Infravis +1 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Phasing +20% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con dps ---------- Phys.crit +6.0% Dmg.mod +6% mind Acc +15 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego++] Nature/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Str +3 Dex +3 Mag +3 Wil +4 Cun +3 Con Sharp, long, and deadly. |
![]() 1.0 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. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +9% nature Max.HP +42.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Mind.pwr +22 (+11 eff.) Dmg.mod +9% mind +12% cold Res.pen +10% mind ----- def ----- Phys.save +8 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +20% Summoned ----- def ----- Armour +4 Resists +9% lightning D.Red.from +29% Summoned Spell.save +3 (+1 eff.) Max.HP +100.00 Poison- +10% Confus- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Mag dps ---------- Res.pen +10% cold ----- def ----- Defense +8 (+2 eff.) Resists +9% light Phys.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. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal ----- def ----- Defense +1 (+0 eff.) Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +6 Str ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Resists +5% fire +6% cold Die.at -20.00 life ---------- misc 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. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Melee+ 6 physical Dmg.mod +3% physical Res.pen +5% fire Acc +30 (+10 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% fire ---------- misc Light +2 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +3% lightning HP.reg +2.00 Silence- +10% Disarm- +20% ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +3 Cun dps ---------- Melee Ret 4 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% nature A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% light +3% darkness +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +1 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +6% Resists +6% temporal +12% cold HP.reg +4.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +7% Phys.save +8 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +22% acid HP.reg +4.40 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Crit.mult +10.00% Mov.spd +20% Apr +1 ----- def ----- Armour +2 Defense +22 (+7 eff.) Fatigue +6% Resists +1% physical ---------- misc Stam/turn +2.00 Max.stam +20.00 A suit of armour made of leather. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% acid Melee Ret 2 arcane 2 nature On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Fatigue -5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +5% nature ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +17% nature Mind.save +15 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 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. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +21% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 181 physical damage Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to heal for 34. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +7 Str Sting an enemy dealing 204 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 140 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Thordrem the Drem Arcane Blade level 20
2nd Shortage 122nd year of Ascendancy at 05:06 see stats
By Thordrem the Drem Arcane Blade level 10
36th Profit 122nd year of Ascendancy at 17:35 see stats
By Thordrem the Drem Arcane Blade level 20
17th Loss 122nd year of Ascendancy at 15:23 see stats
By Thordrem the Drem Arcane Blade level 21
21st Shortage 122nd year of Ascendancy at 07:30 see stats
By Thordrem the Drem Arcane Blade level 15
17th Dearth 122nd year of Ascendancy at 04:54 see stats
By Thordrem the Drem Arcane Blade level 6
24th Voratun 122nd year of Ascendancy at 14:59 see stats
By Thordrem the Drem Arcane Blade level 21
16th Iron 123rd year of Ascendancy at 08:24 see stats
By Thordrem the Drem Arcane Blade level 6
22nd Voratun 122nd year of Ascendancy at 12:49 see stats
By Thordrem the Drem Arcane Blade level 18
11st Loss 122nd year of Ascendancy at 16:33 see stats
Log
Worm Rot from Mirror Image (Elegabrewyn the orc archer) hits Thordrem for 2 blight, 2 acid (5 total damage).
Thordrem casts Rune: Shatter Afflictions.
A carrion worm mass bursts out of Thordrem!
Thordrem is free from the worm rot.
A shield forms around Thordrem.
Mirror Image (Elegabrewyn the orc archer) hits Thordrem for 7 blight damage.
Elegabrewyn the orc archer casts Bone Spear.
Mirror Image (Elegabrewyn the orc archer) casts Bone Spear.
Your shield crumbles under the damage!
The shield around Thordrem crumbles.
Mirror Image (Elegabrewyn the orc archer) hits Thordrem for (10 absorbed), 14 physical (14 total damage).
Elegabrewyn the orc archer hits Thordrem for (82 absorbed), 0 physical (0 total damage).
Carrion worm mass starts to bleed black blood.
Melee retaliation hits Carrion worm mass for 4 temporal, 1 physical (5 total damage).
Carrion worm mass hits Thordrem for 3 physical damage.
Thunderstorm hits Elegabrewyn the orc archer for (27 to bones), 0 lightning (0 total damage).
Thunderstorm hits Mirror Image (Elegabrewyn the orc archer) for 0 lightning damage.
Elegabrewyn the orc archer casts Phase Door.
Elegabrewyn the orc archer starts to bleed black blood.
Thordrem loses sight!
Melee retaliation hits Elegabrewyn the orc archer for 4 temporal, 2 physical (6 total damage).
Something hits Thordrem for 34 blight, 19 darkness, 27 blight, 25 darkness (105 total damage).
Something hits Thordrem for 3 physical damage.
Thordrem feels pain again.
Thordrem misses Something.
Something hits Thordrem for 111 blight damage.
Thordrem the level 22 drem arcane blade was debilitated by noxious blight before falling to death by Elegabrewyn the orc archer on level 2 of Old Forest.
The furious lightning storm around Thordrem calms down and disappears.