












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Dwarf |
| Class | Reaver |
| Level / Exp | 21 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by The Mouth at level 6 on the 20th Voratun 122nd year of Ascendancy at 05:18 0 / 6Killed by ultimate gwelgoroth at level 20 on the 26th Dearth 122nd year of Ascendancy at 00:23 Killed by Grand Corruptor at level 20 on the 26th Dearth 122nd year of Ascendancy at 13:48 Killed by giant spider at level 20 on the 26th Dearth 122nd year of Ascendancy at 17:14 Killed by Celia at level 20 on the 31st Dearth 122nd year of Ascendancy at 10:08 Killed by Dozing Islalrariwen at level 21 on the 3rd Loss 122nd year of Ascendancy at 02:28 |
Primary Stats
| Strength | 45 (base 38) |
| Dexterity | 17 (base 11) |
| Constitution | 28 (base 23) |
| Magic | 48 (base 43) |
| Willpower | 18 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -19/648 |
| Vim | 144/298 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 0.28640747475971 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 50 |
| Crit Chance | 26% |
| APR | 15 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 50 |
| Crit Chance | 26% |
| APR | 15 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Acid | +17% |
| Light | +28% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Physical | +9% |
| Fire | +6% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 38.292304923968 (87.807182003187%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 1 |
| Physical Save | 40 |
| Spell Save | 39 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 32%( 70%) |
| Cold | + 27%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 63%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 18%( 70%) |
| Lightning | + 28%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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. | active |
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 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | pair of dwarven-steel boots 'Erelebers' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Con offense ------ When Hit 2 physical defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +7% temporal +6% mind Physical save +15 (+5 eff.) other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 60, 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 195.57 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 | catburglar's iron helm of sanctity (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego++] Arcane/Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% blight +16% darkness Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) other ------- Infravision +3 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Bokukalthodor the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Wil offense ------ Physical Crit +11.0% Spell Crit +11% Mind Crit +7% Critical power +11.00% On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +2 Resistance +3% blight +12% cold +9% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | mule's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ On-Hit 14 light On-Ranged-Hit 14 light Damage +11% light defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 4.71 You won the Ring of Blood trial, and this is your reward. |
| Around neck | starlit steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +13% light +12% darkness Blind Resist +23% Amulets make your neck look great! |
| In main hand | Beryleg the stralite waraxe (34-48 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +21 fire While equipped: Stats +4 Dex +3 Mag +3 Wil offense ------ Global Speed +5% Combat Speed +10% Ignore resists +6% fire Accuracy +23 (+7 eff.) Ignore Armor +1 defense ------ Defense +9 (+5 eff.) Disarm Resist +42% other ------- Infravision +1 One-handed war axes. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Chillstone the stralite waraxe (31-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +8 darkness +8 cold On-crit, radius 2 +12 cold On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +9 (+3 eff.) Damage +6% darkness Ignore resists +9% physical Accuracy +22 (+7 eff.) Ignore Armor +9 defense ------ Defense +6 (+3 eff.) Resistance +9% cold Disarm Resist +28% One-handed war axes. |
| Cloak | cashmere cloak 'Rainvalor' (17 def, 6 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Damage +15% acid Ignore resists +15% nature +10% acid defense ------ Armor +6 Defense +17 (+7 eff.) Spell save +10 (+4 eff.) Mind save +7 (+3 eff.) other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Areldathra' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +1 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning +13% darkness +20% blight +15% fire +3% cold other ------- Light +1 A suit of armour made of mail. |
Inventory
shatter afflictions rune of the titan (absorb 57; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 57 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
marksman's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
psionicist's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life +24.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
truestriking stralite battleaxe of erosion (46-69 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 46.0 - 69.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Ignore resists +12% physical Accuracy +20 (+6 eff.) Ignore Armor +16 Massive two-handed battleaxes. |
dwarven-steel greatsword (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Normal] Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
ranger's yew longbow of lightning4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +12 lightning While equipped: Stats +5 Dex offense ------ Damage +17% lightning Longbows are used to shoot arrows at your foes. |
acidic steel longsword of crippling (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: offense ------ Physical Crit +5.0% Sharp, long, and deadly. |
Layiyawyn (28-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Str +1 Mag offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Mindpower +20 (+10 eff.) other ------- Light +3 Infravision +2 Blunt and deadly. |
arcing iron mace (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Blunt and deadly. |
flaming iron mace (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +6 fire Blunt and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
iron waraxe (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
Eralar the Sootmarrow1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +2 Wil offense ------ Critical power +10.00% Ignore resists +5% darkness defense ------ Resistance +6% fire +6% cold Mind save +3 (+1 eff.) A belt that goes around your waist. |
linen cloak 'Dagemas' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +1 Con offense ------ Mind Crit +2% defense ------ Defense +1 (+1 eff.) Resistance +3% mind +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Spell save +7 (+3 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Dawnwinter' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Str +1 Con defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- Light +3 A pair of boots made of leather. |
pair of rough leather boots of massiveness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +5% physical defense ------ Armor +1 other ------- Size +1 A pair of boots made of leather. |
Dawnblack the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Cun +3 Con offense ------ Ignore resists +15% light Accuracy +9 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +10% blight +6% light +16% darkness +11% arcane Affinity +12% nature Physical save +12 (+4 eff.) Spell save +20 (+7 eff.) Mind save +3 (+1 eff.) Disarm Resist +34% other ------- Light +3 Infravision +2 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinorerakira the Thunderumbra (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) defense ------ Armor +1 Resistance +3% lightning +1% physical other ------- Max stamina +10.00 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. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 157.26 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
blighted hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 blight Damage +5% blight Accuracy +11 (+3 eff.) defense ------ Armor +2 Resistance +6% blight 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. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+2 eff.) On-Hit 5 light Damage +4% light defense ------ Armor +1 Resistance +6% light 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. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +13 (+5 eff.) 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. |
dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% fire +5% cold A cap made of leather. |
insulating iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold 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 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour of lightning resistance (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% lightning A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Life +20.00 A suit of armour made of leather. |
dwarven-steel shield (0 def, 6 armour, 78.5 block)7.0 Encumbrance T3 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
6 agate0.0 Encumbrance 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. |
155 alchemist agate0.0 Encumbrance 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. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +5 See Stealth +9 See Invisibility +6 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +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 Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By para the Dwarf Reaver level 20
26th Dearth 122nd year of Ascendancy at 21:06 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By para the Dwarf Reaver level 18
12nd Wealth 122nd year of Ascendancy at 23:40 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By para the Dwarf Reaver level 16
29th Profit 122nd year of Ascendancy at 17:31 see stats
Exterminator
Killed 1000 creatures.By para the Dwarf Reaver level 18
26th Wealth 122nd year of Ascendancy at 06:27 see stats
Level 10
Got a character to level 10.By para the Dwarf Reaver level 10
1st Acquisition 122nd year of Ascendancy at 07:09 see stats
Level 20
Got a character to level 20.By para the Dwarf Reaver level 20
27th Wealth 122nd year of Ascendancy at 06:08 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By para the Dwarf Reaver level 20
11st Dearth 122nd year of Ascendancy at 19:42 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By para the Dwarf Reaver level 5
18th Voratun 122nd year of Ascendancy at 07:55 see stats
The Arena
Unlocked Arena mode.By para the Dwarf Reaver level 10
2nd Acquisition 122nd year of Ascendancy at 15:15 see stats
The secret city
Discovered the truth about mages.By para the Dwarf Reaver level 16
20th Profit 122nd year of Ascendancy at 21:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By para the Dwarf Reaver level 16
15th Profit 122nd year of Ascendancy at 07:21 see stats
Log
Carrion worm mass's wormblight area effect hits Dozing Islalrariwen for 24 blight damage.
Carrion worm mass's wormblight area effect hits Dozing Vorura for 23 blight damage.
Sleeping Saloth receives 5 healing from Dozing Islalrariwen.
Melee retaliation hits Dozing Vorura for 1 physical damage.
Sleeping Saloth receives 7 healing from para.
Dozing Vorura hits Sleeping Saloth for 75 physical, 0 temporal, 64 physical, 6 healing (139 total damage) [6 healing].
Dozing Vorura hits para for 70 physical, 6 fire (76 total damage).
Melee retaliation hits Dozing Vorura for 30 cold, 6 fire, 21 cold, 5 fire (62 total damage).
Sleeping Saloth's devouring flames area effect hits Dozing Islalrariwen for 38 fire damage.
Sleeping Saloth's devouring flames area effect hits para for 55 fire damage.
Sleeping Saloth's devouring flames area effect hits Dozing Vorura for 45 fire damage.
Sleeping Saloth's devouring flames area effect hits Carrion worm mass for 103 fire damage.
Sleeping Saloth receives 13 healing from Carrion worm mass.
Dozing Islalrariwen stops burning.
Dozing Islalrariwen uses Ice Claw.
Dozing Islalrariwen performs a melee critical strike against para!
Para shrugs off the effect 'Frozen'!
Dozing Islalrariwen is covered in acid!
Dozing Islalrariwen revels in the spilt blood and grows stronger!
Para is cut deeply.
para HEALS from darkness damage!
Burning from Dozing Vorura hits Sleeping Saloth for 24 fire damage.
Melee retaliation hits Dozing Islalrariwen for 2 physical, 2 physical (4 total damage).
Acid Splash from Para hits Dozing Vorura for 12 acid damage.
Blight Poison from Carrion worm mass hits Dozing Vorura for 11 blight damage.
Deep Wound from Dozing Islalrariwen hits para for 33 physical damage.
Burning from Dozing Islalrariwen hits Dozing Vorura for 24 fire damage.
Burning from Dozing Islalrariwen hits para for 47 fire damage.
Dozing Islalrariwen hits para for 19 cold, 13 cold, 2 darkness, 1 healing (34 total damage) [1 healing].
para the level 21 dwarf reaver was decapitated to death by Dozing Islalrariwen on level 4 of Dreadfell.














































































































