











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 23 / 21% |
Size | huge |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 78 (base 53) |
Dexterity | 12 (base 3) |
Constitution | 25 (base 4) |
Magic | 59 (base 52) |
Willpower | 30 (base 9) |
Cunning | 35 (base 22) |
Resources
Life | 828/828 |
Vim | 68/68 |
Healing Factor | 1.274517824337 |
Regeneration | 0.31862945608425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Invisible | 9 |
Offense: Mainhand
Damage | 133 |
Accuracy | 47 |
Crit Chance | 14% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 47 |
Crit Chance | 14% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +10% |
Blight | +9% |
Mind | +15% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +25% |
Blight | +10% |
Physical | +22% |
Fire | +25% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 45.292304923968 (100%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 18 |
Physical Save | 47 |
Spell Save | 40 |
Mental Save | 40 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 32%( 70%) |
All | + 7%( 70%) |
Darkness | + 24%( 70%) |
Light | + 63%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 22%( 70%) |
Lightning | + 24%( 70%) |
Mind | + 24%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Bleed Resistance | 20% |
Pinning Resistance | 35% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 768% 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 Strength 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 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Sanguisuge | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Ruin |
talent | Chant of Fortress |
talent | Bone Shield |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one 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.' * '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.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit has completed an elixir of explosive force without your aid. 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.' * '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.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. 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 within2 lumberjacks have died. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +7 Resists +6% nature +6% cold Cut- +10% ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.pwr +15 (+3 eff.) Acc +20 (+6 eff.) Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +3% Phys.save +9 (+3 eff.) Die.at -40.00 life A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Armour +7 Fatigue +3% Resists +6% lightning +4% physical +5% arcane +15% cold Mind.save +10 (+3 eff.) Max.HP +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% * 10% chance to reduce armor by 29% ----- def ----- Resists +9% light +6% cold +3% darkness +9% mind Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% darkness +3% temporal +9% light +3% nature Phys.save +6 (+2 eff.) Max.HP +29.00 Disarm- +31% Pinning- +35% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 2 acid ----- def ----- Resists +6% blight Mind.save +6 (+2 eff.) Max.HP +100.00 Heal.mod +5% Cut- +10% Stun/Frz- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Wil dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Resists +12% lightning +3% mind Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +12 Con +12 Wil dps ---------- Dmg.mod +6% fire Res.pen +10% darkness +14% physical Acc +23 (+6 eff.) Apr +12 On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Max.HP +62.00 Massive two-handed mauls. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% acid Res.pen +25% acid +25% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Phys.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 darkness Against +7% Living On Hit: 20% Curse of Defenselessness 3 While equipped: Stats +6 Cun +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +18% ---------- misc See.Invis +9 Blunt and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +9% blight Res.pen +10% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+2 eff.) Resists +6% mind Phys.save +11 (+4 eff.) Mind.save +8 (+3 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 | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +3% acid +7% physical +12% darkness +12% light Spell.save +9 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +23.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +2 Dex ----- def ----- Armour +8 Defense +10 (+7 eff.) Resists +13% mind Confus- +22% Pinning- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +14% blight +3% mind Res.pen +5% blight ----- def ----- Resists +14% blight +6% mind Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +12 blight On Hit: 20% Curse of Death 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage * Create an explosion dealing 61 fire damage (1/turn) While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind +7% fire Res.pen +12% fire ---------- misc Hate/m.crit +2.00 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master 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% On Hit: 20% Curse of Vulnerability 2 While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +9% physical Acc +19 (+5 eff.) Apr +9 Melee Ret 2 mind ----- def ----- Defense +10 (+7 eff.) Resists +6% cold Disarm- +28% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +4 cold On Crit.r2 +4 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Dmg.mod +3% light Acc +15 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Dex +1 Con ----- def ----- Crit.chn- 15.00% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Psionic Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 darkness Against +10% Living While equipped: dps ---------- Res.pen +15% nature ----- def ----- Defense +15 (+9 eff.) Resists +3% lightning +6% fire +6% light Disarm- +20% Blunt and deadly. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) Dmg.mod +3% physical ----- def ----- Armour +4 Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 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. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +3% mind +6% physical Res.pen +15% physical ----- def ----- Defense +21 (+12 eff.) Max.HP +31.00 ---------- misc Stam/turn +2.00 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 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Melee Ret 4 acid 2 physical ----- def ----- Armour +11 Defense +20 (+12 eff.) Resists +2% physical Stealth +6 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% ----- def ----- Armour +8 Fatigue +3% Resists +3% acid +7% fire +6% mind +5% cold Mind.save +3 (+1 eff.) Die.at -40.00 life Knockbk- +10% ---------- misc Mana/turn +0.11 Max.mana +26.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +4 Cun +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Infravis +3 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 [Rare] Master While equipped: ----- def ----- Armour +1 Defense +20 (+12 eff.) Fatigue -4% Phys.save +9 (+3 eff.) Die.at -20.00 life Heal.mod +5% Cut- +20% ---------- misc Max.enc +24 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Res.pen +5% physical Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue -5% Resists +12% lightning Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 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 (+1 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +6% fire Res.pen +25% light On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +2 Fatigue +3% Resists +7% fire ---------- misc Light +3 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +2 Mag +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% physical +3% light +5% arcane Phys.save +5 (+2 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Defense +10 (+7 eff.) Fatigue +5% Resists +6% darkness Pinning- +10% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +5 Defense +10 (+7 eff.) Fatigue +3% Resists +6% blight +9% cold Mind.save +15 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 266.4 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Dmg.mod +6% acid Res.pen +12% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +24% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +3 Wil ----- def ----- Resists +5% arcane +3% temporal Mind.save +5 (+2 eff.) Max.HP +40.00 HP.reg +2.00 ---------- misc Light +6 See.Stealth +6 See.Invis +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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Neros the Ogre Reaver level 19
71st Dusk 122nd year of Ascendancy at 01:00 see stats
By Neros the Ogre Reaver level 14
37th Dusk 122nd year of Ascendancy at 07:26 see stats
By Neros the Ogre Reaver level 22
30th Haze 122nd year of Ascendancy at 19:44 see stats
By Neros the Ogre Reaver level 10
12nd Dusk 122nd year of Ascendancy at 03:55 see stats
By Neros the Ogre Reaver level 20
7th Haze 122nd year of Ascendancy at 06:23 see stats
By Neros the Ogre Reaver level 9
9th Mirth 122nd year of Ascendancy at 14:19 see stats
By Neros the Ogre Reaver level 13
24th Dusk 122nd year of Ascendancy at 08:17 see stats
By Neros the Ogre Reaver level 20
8th Haze 122nd year of Ascendancy at 22:45 see stats
Log
You gain 5.59 gold from the transmogrification of radiant iron mail armour of the deep (2 def, 6 armour).
You gain 1.92 gold from the transmogrification of stabilizing cashmere wizard hat of lightning (+18%) (2 def, 0 armour).
You gain 8.80 gold from the transmogrification of verdant woollen robe of life (0 def, 0 armour).
You gain 0.61 gold from the transmogrification of slimy linen robe (0 def, 0 armour).
You gain 3.79 gold from the transmogrification of spellcowled linen cloak of Eldoral (1 def, 0 armour).
You gain 12.62 gold from the transmogrification of Tarryruigrim the linen cloak (1 def, 0 armour).
You gain 4.25 gold from the transmogrification of surging yew starstaff of fate (20-24 power, 4 apr, physical element).
You gain 8.09 gold from the transmogrification of magelord's elm magestaff of greater warding (10-12 power, 2 apr, arcane element).
You gain 4.49 gold from the transmogrification of elm starstaff of invocation (10-12 power, 2 apr, physical element).
You gain 7.45 gold from the transmogrification of Penitence (15-18 power, 4 apr, nature element).
You gain 2.74 gold from the transmogrification of steady cured leather sling of acid.
You gain 2.82 gold from the transmogrification of runic cured leather sling.
You gain 1.39 gold from the transmogrification of thorny mindstar of balance (9-10 power, 24 apr, mind damage).
You gain 2.29 gold from the transmogrification of nature's thorny mindstar of clarity (8-9 power, 24 apr, nature damage).
You gain 3.32 gold from the transmogrification of thought-forged dwarven-steel dagger of erosion (18-23 power, 7 apr).
You gain 2.45 gold from the transmogrification of slime-covered stralite dagger (26-33 power, 9 apr).
You gain 0.55 gold from the transmogrification of teleportation rune (range 36; cd 14).
You gain 1.69 gold from the transmogrification of acid wave rune of the wizard (damage 220; dur 4; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; physical; dur 3; cd 12).
You gain 1.12 gold from the transmogrification of regeneration infusion (heal 209; 16 cd).
You gain 0.62 gold from the transmogrification of healing infusion (heal 43; cd 15).
There is a way to the old forest here (press '' or right click to use).
Saving game...
Lore found: journal entry (old forest)
You can read all your collected lore in the game menu, by pressing Escape.
Accepted quest 'Sher'Tul Fortress'! (Press 'j' to see the quest log)
Saving done.