











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 23 / 25% |
| Size | small |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 11 on the 26th Haze 122nd year of Ascendancy at 07:24 0 / 7Killed by void shard at level 18 on the 34th Regrowth 123rd year of Ascendancy at 01:19 Killed by Layybeth the grizzly bear at level 18 on the 48th Regrowth 123rd year of Ascendancy at 21:41 Killed by Sandem the krog at level 21 on the 43rd Pyre 123rd year of Ascendancy at 12:46 Killed by Veludheth the snow cat at level 22 on the 50th Pyre 123rd year of Ascendancy at 01:56 Killed by Veludheth the snow cat at level 22 on the 50th Pyre 123rd year of Ascendancy at 04:49 Killed by Caz at level 23 on the 27th Dusk 123rd year of Ascendancy at 16:31 |
Primary Stats
| Strength | 57 (base 51) |
| Dexterity | 49 (base 30) |
| Constitution | 29 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -149/835 |
| Stamina | 171/201 |
| Healing Factor | 1.2024687383467 |
| Regeneration | 7.5154296146669 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 65 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +29% |
| Fire | +12% |
| All | +2% |
Offense: Damage Penetration
| Nature | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 62.292304923968 (87.807182003187%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 19 |
| Physical Save | 41 |
| Spell Save | 38 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 20%( 70%) |
| All | + 4%( 70%) |
| Physical | + 5%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 50%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Knockback Resistance | 72% |
| Pinning Resistance | 43% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
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 287 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 cold, 2 physical, 3 nature, 3 light |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shade. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | Xanirassra (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +5 Fatigue +4% Resists +12% lightning +9% darkness Phys.save +9 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +40.00 HP.reg +2.00 ---------- misc Hate/m.crit +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Radiancebone'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% acid +6% light +3% mind ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather cap 'Morbusquick' (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +9 Lck dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +2% ----- def ----- Armour +5 Fatigue +5% Resists +27% lightning +6% nature Die.at -60.00 life Heal.mod +5% A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 197.30 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. |
| Tool | Blindcrack the elven-wood totem of healing [power 368] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 6 darkness On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +10 (+4 eff.) Resists +6% fire Phys.save +9 (+3 eff.) HP.reg +4.00 Confus- +20% Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings make your fingers look great! |
| On fingers | Zubevea the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Resists +1% physical Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Duskwarden the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +6 Dex +2 Con dps ---------- Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +23% temporal Pinning- +43% Knockbk- +32% Amulets make your neck look great! |
| In main hand | Greenmoon (52-74 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Master Power 52.5 - 73.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% nature Melee Ret 6 mind On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind +6% nature Blunt and deadly. |
| Around waist | Mighty Girdle1.0 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. |
| In off hand | Nurain the Shocksmash (0 def, 6 armour, 26-31 power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 26.0 - 31.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +18% mind Res.pen +15% lightning Melee Ret 4 mind ----- def ----- Armour +6 Fatigue +8% Resists +6% light +17% cold ---------- misc Hate/m.crit +2.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Glorewen the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +3 (+1 eff.) Resists +9% lightning +3% fire Spell.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of spell shielding (2 def, 15 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +12% Resists +7% arcane Spell.save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
healing infusion (heal 49; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 6; phase 18; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 50; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warbringer's steel battleaxe of enduring (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Con +7 Wil dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +12% physical ----- def ----- Max.HP +14.00 Disease- +15% Disarm- +14% Massive two-handed battleaxes. It was changed by the digestive sack. |
balanced dwarven-steel dagger of massacre (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 24.0 - 31.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +23% Sharp, short and deadly. |
steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Frozenknave the steel greatmaul (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Hit.r1 +9 fire While equipped: Stats +4 Mag dps ---------- Res.pen +22% all Acc +21 (+6 eff.) Apr +17 ----- def ----- Resists +9% cold Massive two-handed mauls. |
chilling steel greatmaul (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] 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% Melee+ +12 cold Massive two-handed mauls. |
quick dwarven-steel greatmaul (42-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) Massive two-handed mauls. |
steel greatmaul of massacre (43-64 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel longsword of crippling (13-18 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
thought-forged steel longsword of erosion (12-18 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 mind +5 nature On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
nature's vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature 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 +3% nature ----- def ----- Resists +4% blight Mind.save +3 (+1 eff.) Disease- +10% ---------- misc Max.psi +16.00 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. |
pulsing mindstar of frost (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 4 cold Dmg.mod +4% cold Res.pen +4% cold ----- def ----- Armour +5 Resists +5% cold ---------- misc 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. |
ranger's cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 acid While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
earthen ash magestaff of power (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+10 eff.) Dmg.mod +15% cold ----- def ----- Armour +3 Hardiness +3% Phys.save +2 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +6% acid One-handed war axes. |
Aerurek the Floepython (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +3% cold +3% light +3% darkness Phys.save +7 (+2 eff.) Mind.save +8 (+4 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. |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of implacability (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+2 eff.) A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% fire HP.reg +3.30 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% fire HP.reg +2.90 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
impenetrable steel plate armour of acid resistance (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +17% acid A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
steel plate armour of temporal resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +18% temporal A suit of armour made of metal plates. |
quiver of ash arrows of accuracy (16/16, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +1.5% Capacity 16 Arrows are used with bows to pierce your foes to death. |
13 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. |
67 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. |
5 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. |
7 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
pouch of steel shots of accuracy (19/19, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
Gloronn the dragonbone totem of summon tentacle [power 450] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +6% ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Infravis +3 Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1292 Base Damage: 488 Armor: 24 All Resist: 31 Puts all charms on 25 cooldown 100% to heal for 44. Natural totems are made by powerful wilders to store nature power. |
6 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. |
2 quartz0.0 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. |
12 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. |
8 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. |
9 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
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Caz the Halfling Bulwark level 19
51st Regrowth 123rd year of Ascendancy at 19:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Caz the Halfling Bulwark level 13
3rd Allure 123rd year of Ascendancy at 15:06 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Caz the Halfling Bulwark level 22
50th Pyre 123rd year of Ascendancy at 12:11 see stats
Exterminator
Killed 1000 creatures.By Caz the Halfling Bulwark level 18
34th Regrowth 123rd year of Ascendancy at 04:06 see stats
Fool of a Took!
Killed oneself as a halfling.By Caz the Halfling Bulwark level 23
27th Dusk 123rd year of Ascendancy at 16:31 see stats
Level 10
Got a character to level 10.By Caz the Halfling Bulwark level 10
61st Dusk 122nd year of Ascendancy at 10:20 see stats
Level 20
Got a character to level 20.By Caz the Halfling Bulwark level 20
52nd Regrowth 123rd year of Ascendancy at 12:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Caz the Halfling Bulwark level 22
47th Pyre 123rd year of Ascendancy at 04:50 see stats
The secret city
Discovered the truth about mages.By Caz the Halfling Bulwark level 15
18th Regrowth 123rd year of Ascendancy at 09:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Caz the Halfling Bulwark level 17
33rd Regrowth 123rd year of Ascendancy at 00:52 see stats
Unstoppable
Returned from the dead.By Caz the Halfling Bulwark level 22
50th Pyre 123rd year of Ascendancy at 04:49 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 4 turns (stop reason: suffocating).
Caz tries to evade attacks.
Unstable sand tunnel hits Caz for 397 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Caz is recovering from the damage!
Unstable sand tunnel hits Caz for 212 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Caz starts suffocating to death!
Ran for 2 turns (stop reason: detrimental status effect).
Caz is suffocating.
Unstable sand tunnel hits Caz for 133 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits Caz for 12 physical damage.
New Achievement: Fool of a Took!!
Caz the level 23 halfling bulwark suffocated to death on level 2 of Sandworm lair.
Caz prepares for the next kill!
































































































