












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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 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 | Cornac |
| Class | Bulwark |
| Level / Exp | 20 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 13 on the 7th Dusk 122nd year of Ascendancy at 21:41 0 / 6Killed by worm that walks at level 13 on the 7th Dusk 122nd year of Ascendancy at 22:49 Killed by carrion worm mass at level 13 on the 7th Dusk 122nd year of Ascendancy at 23:50 Killed by worm that walks at level 13 on the 8th Dusk 122nd year of Ascendancy at 02:46 Killed by thomas at level 20 on the 2nd Allure 123rd year of Ascendancy at 14:00 Killed by Zohr the Bringer of Doom at level 20 on the 3rd Allure 123rd year of Ascendancy at 18:35 |
Primary Stats
| Strength | 50 (base 45) |
| Dexterity | 24 (base 14) |
| Constitution | 50 (base 44) |
| Magic | 14 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -313/648 |
| Stamina | 11/210 |
| Healing Factor | 1.2786847857242 |
| Regeneration | 4.6896365197606 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 36 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Fire | +14% |
| Physical | +10% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Lightning | +10% |
| Fire | +10% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 35.883307766991 (81.151787968034%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 27 |
| Physical Save | 48 |
| Spell Save | 37 |
| Mental Save | 42 |
Defense: Resistances
| Darkness | + 39%( 70%) |
| Nature | + 18%( 70%) |
| Blight | + 23%( 70%) |
| Fire | + 35%( 70%) |
| Cold | + 26%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% 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. |
| 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 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Superiority | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' * You've found the needed red crystal shard. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * You've found the needed ice ant stinger. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 |
Equipment
| On feet | wanderer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +3 Phys.save +15 (+5 eff.) Mind.save +12 (+4 eff.) A pair of boots made of leather. |
| Quiver | quiver of ash arrows 'Emuna' (17/17, 20-28 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Proj.spd +200% Ranged+ +8 arcane +20 physical On Hit.r1 +14 fire While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 15/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 81.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 81.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | 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 (+4 eff.) Spell.save +12 (+5 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. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 42.96 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Moldsaw the yew totem of healing [power 248] (4/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 2 nature ----- def ----- Resists +6% nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 20% for 2 turns. 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Charbore'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+3 eff.) Res.pen +10% acid +10% fire ----- def ----- Resists +12% blight +6% fire Rings make your fingers look great! |
| On fingers | gold topaz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | hateful dwarven-steel mace of massacre (38-53 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 darkness Against +11% Living Blunt and deadly. |
| Around waist | Xanogara the Unlightrune1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Wil +7 Cun dps ---------- Phys.crit +11.0% Mind.crit +8% Dmg.mod +6% darkness Against +26% Summoned Melee Ret 10 darkness ----- def ----- Fatigue -5% Resists +9% darkness D.Red.from +29% Summoned ---------- misc Max.enc +38 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sootshine (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% darkness +12% cold Res.pen +5% darkness +10% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% darkness Mind.save +14 (+5 eff.) A suit of armour made of mail. |
Inventory
psionicist's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
plaguebringer's dwarven-steel battleaxe of amnesia (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 16 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +22% Massive two-handed battleaxes. |
Poltergeist's Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +8 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Betonor (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +12% Living On Crit.r2 +21 lightning +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Mov.spd +34% Res.pen +10% lightning +7% cold ----- def ----- Resists +3% lightning +9% fire +3% nature Massive two-handed swords. |
acidic steel greatsword of projection (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Massive two-handed swords. |
Xerariba the Taintraptor (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Disease- +10% ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
nature's vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Disease- +14% ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ethereal dragonbone vilestaff of channeling (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +31 (+14 eff.) Dmg.mod +30% blight Phasing +11% ----- def ----- Defense +13 (+7 eff.) Shield.pwr +7% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
warden's iron steamgun of cold4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 cold Uses 2.0 Steam While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% physical +5% temporal +9% cold Res.pen +6% temporal +6% physical ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamsaw of acid resistance (+18%) (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +18% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's dwarven-steel waraxe of massacre (24-34 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 16 While equipped: ----- def ----- Disease- +12% One-handed war axes. |
truestriking dwarven-steel waraxe of evisceration (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+3 eff.) Res.pen +7% physical Acc +8 (+4 eff.) Apr +5 One-handed war axes. |
insulating rough leather belt of valiance1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +1 Wil ----- def ----- Resists +6% fire +5% cold Mind.save +5 (+2 eff.) Max.HP +43.00 A belt that goes around your waist. |
Isewe (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% cold +5% arcane +3% light Crit.chn- 5.00% Max.HP +30.00 Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of time (+13%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% temporal ----- def ----- Resists +9% all +13% temporal Spell.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +10% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubar the Hazeterror (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +15% cold Res.pen +15% lightning +15% cold ----- def ----- Armour +1 Resists +9% cold Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
wanderer's pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Defense +2 (+1 eff.) Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
scouring dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +12 (+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. |
Flashblow the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue +4% Resists +1% physical Die.at -40.00 life Heal.mod +10% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening steel mail armour of implacability (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +7% Phys.save +7 (+2 eff.) Mind.save +14 (+5 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of mail. |
coruscating steel shield of mind resistance (+11%) (0 def, 4 armour, 15-18 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +12 fire While equipped: Stats +2 Str dps ---------- Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% mind +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
50 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. |
8 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashzephyr (dig speed 26 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% lightning ----- def ----- Resists +1% physical +3% mind +3% nature ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
barbed pouch of iron shots of wind (22/22, 22-26 power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Master Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 22 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
elm totem of healing [power 110] (4/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By thomas the Cornac Bulwark level 18
19th Haze 122nd year of Ascendancy at 20:34 see stats
Exterminator
Killed 1000 creatures.By thomas the Cornac Bulwark level 19
69th Haze 122nd year of Ascendancy at 15:08 see stats
Level 10
Got a character to level 10.By thomas the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 05:12 see stats
Level 20
Got a character to level 20.By thomas the Cornac Bulwark level 20
2nd Allure 123rd year of Ascendancy at 03:00 see stats
That was close
Killed your target while having only 1 life left.By thomas the Cornac Bulwark level 13
7th Dusk 122nd year of Ascendancy at 22:49 see stats
The Arena
Unlocked Arena mode.By thomas the Cornac Bulwark level 9
5th Mirth 122nd year of Ascendancy at 05:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By thomas the Cornac Bulwark level 19
71st Haze 122nd year of Ascendancy at 08:32 see stats
The secret city
Discovered the truth about mages.By thomas the Cornac Bulwark level 18
25th Haze 122nd year of Ascendancy at 22:54 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By thomas the Cornac Bulwark level 12
7th Dusk 122nd year of Ascendancy at 13:10 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By thomas the Cornac Bulwark level 19
70th Haze 122nd year of Ascendancy at 12:46 see stats
Log
Thomas uses Block.
Zohr the Bringer of Doom uses Disarm.
Thomas shrugs off the effect 'Disarmed'!
Melee retaliation hits Zohr the Bringer of Doom for 9 darkness, 2 nature (11 total damage).
Zohr the Bringer of Doom hits thomas for (16 blocked), 0 physical, (8 blocked), 0 blight (0 total damage).
Burning from Zohr the Bringer of Doom hits thomas for (21 blocked), 0 fire (0 total damage).
Thomas deactivates Last Stand.
Zohr the Bringer of Doom rushes out!
Thomas is afflicted by a crippling illness!
Melee retaliation hits Zohr the Bringer of Doom for 9 darkness, 2 nature (11 total damage).
Zohr the Bringer of Doom hits thomas for 38 physical, 8 blight (46 total damage).
Melee retaliation hits Zohr the Bringer of Doom for 9 darkness, 2 nature (11 total damage).
Zohr the Bringer of Doom hits thomas for 29 physical, 8 blight (37 total damage).
Burning from Zohr the Bringer of Doom hits thomas for 21 fire damage.
thomas hits Zohr the Bringer of Doom for 82 physical, 7 darkness (89 total damage).
Zohr the Bringer of Doom uses Stunning Blow.
Zohr the Bringer of Doom casts Flame.
Zohr the Bringer of Doom's spell attains critical power!
Thomas shrugs off the effect 'Stunned'!
Zohr the Bringer of Doom casts Flame.
Thomas is stunned!
Melee retaliation hits Zohr the Bringer of Doom for 9 darkness, 2 nature, 9 darkness, 2 nature (21 total damage).
Zohr the Bringer of Doom hits thomas for 16 physical, 8 blight, 23 physical, 8 blight (55 total damage).
Thomas redirects the effect 'Burning'!
Zohr the Bringer of Doom shrugs off Zohr the Bringer of Doom's 'Burning'!
Zohr the Bringer of Doom's Flame hits thomas for 96 fire damage.
Zohr the Bringer of Doom's Flame hits thomas for 64 fire damage.
thomas the level 20 cornac bulwark was blazed to death by Zohr the Bringer of Doom on level 1 of Sandworm lair.























































































