











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 20 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Slusrc the halfling at level 14 on the 23rd Dusk 122nd year of Ascendancy at 05:58 0 / 6Killed by Calanmin the thalore at level 18 on the 8th Haze 122nd year of Ascendancy at 01:23 Killed by Celia at level 18 on the 27th Haze 122nd year of Ascendancy at 17:48 Killed by Grand Corruptor at level 18 on the 31st Haze 122nd year of Ascendancy at 10:05 Killed by Poltergeist Kinetic Focus at level 19 on the 33rd Haze 122nd year of Ascendancy at 20:55 Killed by Emelakira the carrion worm mass at level 20 on the 60th Haze 122nd year of Ascendancy at 09:41 |
Primary Stats
| Strength | 59 (base 47) |
| Dexterity | 18 (base 14) |
| Constitution | 52 (base 38) |
| Magic | 17 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 1/746 |
| Stamina | 6/220 |
| Healing Factor | 1.289329218765 |
| Regeneration | 7.3073339155058 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 23.074207531484 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 48 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +21% |
| Fire | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 48.292304923968 (87.807182003187%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 16 |
| Physical Save | 45 |
| Spell Save | 45 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 37%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 28%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 49% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the lone alchemist from death by Gunsnake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved spell save by +12. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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 honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice ant stinger. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bloated horror heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 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 | dreamer's pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- 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. |
| On head | warlord's iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +4 Wil +2 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% physical Phys.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | alchemist's hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil +2 Con dps ---------- Melee+ 3 acid 4 fire 5 cold 3 lightning ----- def ----- Armour +2 Phys.save +13 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +5 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prismwasp [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +21% light Res.pen +10% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 12% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Mana/turn +0.20 Max.mana +26.00 Amulets make your neck look great! |
| In main hand | Amehir the dwarven-steel mace (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% mind Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +18% blight +5% arcane Disarm- +27% Blunt and deadly. |
| Around waist | Nekath the Brighthunger1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Mind.crit +3% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +3% fire Res.pen +10% fire ---------- misc Psi/ret +0.12 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 22.0 - 30.8 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | thick kruk cloak of Iron Throne (0 def, 6 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Resists +10% cold A stylish kruk-style cloak, to look awesome. |
| Main armor | searing steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 9 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Resists +11% acid +12% fire Phys.save +6 (+2 eff.) A suit of armour made of mail. |
Inventory
Zanethel the Vilesmash0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 43% * 20% chance to reduce all saves and defense by 17 ----- def ----- Fatigue -6% Resists +6% nature HP.reg +2.00 Amulets make your neck look great! |
warrior's gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
psionicist's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Mind.save +10 (+5 eff.) Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
warrior's gold ring of corrosion (+30%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% acid ----- def ----- Armour +6 Resists +30% acid Rings make your fingers look great! |
flaming steel battleaxe of massacre (32-47 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
hateful steel battleaxe of erosion (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Psionic Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature +7 darkness Against +9% Living Massive two-handed battleaxes. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
acidic steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Sharp, short and deadly. |
thought-forged steel greatmaul of erosion (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Psionic Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 mind +10 nature On Hit: * 20% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
elemental steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid Res.pen +7% acid Sharp, long, and deadly. |
manaburning vined mindstar of resolve (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 5.0 - 5.5 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% On Hit: * 12 arcane resource burn While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +4% arcane Spell.save +4 (+1 eff.) ---------- 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. |
ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Normal] 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 +6 (+4 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galetitan (20-29 power, 6 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +12% Living On Hit.r1 +8 lightning On Crit.r2 +8 mind While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Phys.save +15 (+5 eff.) One-handed war axes. |
Shiverwrither the hardened leather belt1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% lightning +20% cold On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +9% acid +6% cold +9% lightning +8% blight A belt that goes around your waist. |
Uluzilagar1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid Res.pen +15% acid Apr +7 ----- def ----- Fatigue -6% ---------- misc Max.enc +28 A belt that goes around your waist. |
cashmere cloak 'Branuleldir' (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +5% darkness Res.pen +11% darkness ----- def ----- Defense +12 (+6 eff.) Resists +18% acid +9% cold +18% darkness Stealth +10 Disease- +20% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cindernail (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.pwr +15 (+8 eff.) Melee+ 7 acid Dmg.mod +4% acid +6% fire +3% mind ----- def ----- Armour +2 Resists +6% acid +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Grinohell the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +6.0% Phys.pwr +10 (+3 eff.) Acc +20 (+7 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+4 eff.) A cap made of leather. |
Grinygorion (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +7 Fatigue +4% Resists +4% physical +3% nature +5% arcane Mind.save +3 (+2 eff.) Disarm- +10% ---------- misc Psi/ret +0.08 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Heatbolt (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Cun ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +12% light +9% fire ---------- misc Breathe water A cap made of leather. |
Silelaith (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Mag +7 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +12% blight +3% fire ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+5 eff.) A cap made of leather. |
Searkill the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +7 Str +5 Mag +1 Con dps ---------- Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Armour +9 Fatigue +22% Resists +11% darkness +8% physical ---------- misc Light +1 Infravis +2 See.Invis +6 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 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
quiver of ash arrows (20/20, 20-28 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
3 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. |
47 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. |
onyx0.0 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. |
7 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. |
5 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 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. |
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. |
steel torque of gale force [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
7 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. |
5 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mikey the Cornac Bulwark level 8
7th Flare 122nd year of Ascendancy at 18:26 see stats
Exterminator
Killed 1000 creatures.By Mikey the Cornac Bulwark level 20
59th Haze 122nd year of Ascendancy at 08:02 see stats
Level 10
Got a character to level 10.By Mikey the Cornac Bulwark level 10
6th Dusk 122nd year of Ascendancy at 15:32 see stats
Level 20
Got a character to level 20.By Mikey the Cornac Bulwark level 20
59th Haze 122nd year of Ascendancy at 02:32 see stats
The Arena
Unlocked Arena mode.By Mikey the Cornac Bulwark level 10
7th Dusk 122nd year of Ascendancy at 13:14 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mikey the Cornac Bulwark level 16
67th Dusk 122nd year of Ascendancy at 12:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mikey the Cornac Bulwark level 17
77th Dusk 122nd year of Ascendancy at 07:10 see stats
Log
Mikey has recovered!
Talent Shield Pummel is ready to use.
Talent Dig is ready to use.
Talent Rush is ready to use.
Poison from Emelakira the carrion worm mass hits Mikey for (21 blocked), 0 nature (0 total damage).
Glorutta the cave bear uses Stun.
Mikey shrugs off the effect 'Stunned'!
Melee retaliation hits Glorutta the cave bear for (3 to psi shield), 5 acid, 16 fire (21 total damage).
Glorutta the cave bear hits Mikey for (48 blocked), 0 physical, (6 blocked), 0 nature, (9 blocked), 0 darkness, (17 blocked), 0 physical (0 total damage).
Emelakira the carrion worm mass performs a diseased attack against Mikey.
Emelakira the carrion worm mass attunes to the damage.
Mikey shrugs off Emelakira the carrion worm mass's 'Rotting Disease'!
Emelakira the Carrion Worm Mass's mucus ooze uses Slime Spit.
Emelakira the carrion worm mass hits Mikey for (21 blocked), 0 nature, (6 blocked), 0 lightning, (20 blocked), 0 nature, (6 blocked), 0 lightning (0 total damage).
Melee retaliation hits Emelakira the carrion worm mass for (2 antimagic), 0 acid, (27 antimagic), 0 fire, (2 antimagic), 0 acid, (23 antimagic), 0 fire (0 total damage).
Emelakira the Carrion Worm Mass's mucus ooze hits Mikey for (40 blocked), 0 nature (0 total damage).
Mikey hits Glorutta the cave bear for (57 to psi shield), 171 physical, (5 to psi shield), 7 acid, 3 lightning, 3 cold, 11 fire (196 total damage).
Melee retaliation hits Glorutta the cave bear for (3 to psi shield), 5 acid, 16 fire (21 total damage).
Glorutta the cave bear's Beyond the Flesh hits Mikey for 31 physical, 17 physical (48 total damage).
Poison from Emelakira the carrion worm mass hits Mikey for 36 nature damage.
Melee retaliation hits Glorutta the cave bear for (3 to psi shield), 5 acid, 16 fire (21 total damage).
Glorutta the cave bear hits Mikey for 57 physical, 6 nature, 9 darkness, 17 physical (88 total damage).
Emelakira the carrion worm mass envelops Mikey with acid.
Emelakira the carrion worm mass performs a melee critical strike against Mikey!
Emelakira the carrion worm mass hits Mikey for 72 acid, 6 lightning, 115 acid (193 total damage).
Glorutta the cave bear's Beyond the Flesh hits Mikey for 68 physical, 17 physical (85 total damage).
Melee retaliation hits Emelakira the carrion worm mass for (2 antimagic), 0 acid, (23 antimagic), 0 fire, (2 antimagic), 0 acid, (23 antimagic), 0 fire (0 total damage).
Melee retaliation hits Glorutta the cave bear for (3 to psi shield), 5 acid, 16 fire (21 total damage).
Mikey the level 20 cornac bulwark was scalded to death by Emelakira the carrion worm mass on level 1 of Ruined Dungeon.





















































































