
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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 25 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Ion at level 16 on the 25th Wealth 122nd year of Ascendancy at 14:42 0 / 7Killed by wolf at level 18 on the 8th Dearth 122nd year of Ascendancy at 19:06 Killed by snow giant thunderer at level 20 on the 28th Loss 122nd year of Ascendancy at 14:29 Killed by snow giant thunderer at level 21 on the 29th Loss 122nd year of Ascendancy at 10:52 Killed by Isegabeth the white wolf at level 22 on the 1st Shortage 122nd year of Ascendancy at 12:18 Killed by Yvilranor the ghoulking at level 23 on the 20th Shortage 122nd year of Ascendancy at 15:23 Killed by Betynor the skeleton warrior at level 24 on the 23rd Shortage 122nd year of Ascendancy at 10:53 |
Primary Stats
| Strength | 50 (base 41) |
| Dexterity | 46 (base 24) |
| Constitution | 60 (base 52) |
| Magic | 8 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | 1033/1033 |
| Stamina | 177/177 |
| Vim | 196/196 |
| Healing Factor | 1.4800507772246 |
| Regeneration | 8.0662767358742 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 1 |
| Infravision | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 59 |
| Crit Chance | 15% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Acid | +16% |
| Light | +13% |
| Temporal | +10% |
| Blight | +21% |
| Mind | +19% |
| Fire | +22% |
| All | +7% |
Offense: Damage Penetration
| Acid | +25% |
| Temporal | +10% |
| Blight | +5% |
| Mind | +25% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 38.861660698133 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 42 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 40%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 51%( 70%) |
| Lightning | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Pinning Resistance | 100% |
| Knockback Resistance | 71% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 319 life over 5 turns. Its effects scale with your Dexterity 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. |
| 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 622% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 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 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the repented thief from death by Queen Ant. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by giant black ant. Escort: temporal explorer (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 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 | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | brass lantern 'Gloomreek'2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Melee Ret 11 fire ----- def ----- Resists +3% darkness +6% fire ---------- 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 | iron helm 'Glarepunish' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +12% cold +3% light +3% blight ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Nimbusjeer the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Spell.crit +9% Mind.crit +14% Crit.mult +10.00% S.pwr/crit +4 Melee+ 12 cold Dmg.mod +4% cold Res.pen +5% blight Melee Ret 2 arcane 4 lightning ----- def ----- Armour +3 Resists +5% cold HP.reg +3.20 ---------- misc Stam/turn +0.30 Psi/turn +0.14 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | Xereldarimina the Voidrock0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +3% fire +5% arcane +3% temporal Mind.save +9 (+3 eff.) Max.HP +23.00 Heal.mod +15% Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Dairogund0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Phys.pwr +11 (+4 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +14% blight +3% temporal +7% all Acc +11 (+3 eff.) Melee Ret 10 temporal ----- def ----- Resists +14% blight +6% temporal Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Blind- +14% ---------- misc Stam/turn +0.30 Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
| In main hand | Isloletira the Smolderrebel (23-32 power, 13 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +13 Crit +3.5% Atk.spd 100% Phasing +12% Melee+ +12 fire While equipped: dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +2 Res.pen +10% temporal ----- def ----- Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +80.00 Sharp, long, and deadly. |
| Around waist | Radhuhir the Eclipsewinter1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Resists +3% acid +9% darkness +6% lightning Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
| In off hand | Bleakmalice (0 def, 6 armour, 27-32 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Hit.r1 +12 darkness While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +3% darkness +7% fire +6% cold +9% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 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 | Xanyda the Jetsnake (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% darkness +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +22% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune of the psychic (absorb 75; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 75 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Splendourwire0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% cold ----- def ----- Defense +5 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Amulets make your neck look great! |
Darkpower the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +24% ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
rogue's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+2 eff.) Resists +22% darkness Rings make your fingers look great! |
iron waraxe of crippling (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
Polilrabremina the steel waraxe (13-18 power, 10 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +7 temporal On Hit.r1 +6 fire While equipped: Stats +1 Mag +2 Wil ----- def ----- Resists +5% temporal Crit.chn- 10.00% One-handed war axes. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
volcanic cured leather armour of cold resistance (6 def, 9 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +9 Defense +6 (+3 eff.) Fatigue +7% Resists +10% physical +10% fire +17% cold A suit of armour made of leather. |
Berevor (0 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +9% light +16% fire A suit of armour made of metal plates. |
Betuvena the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Max.HP +32.00 ---------- misc Infravis +3 A belt that goes around your waist. |
rough leather belt 'Hellbiter'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +5% cold +5% fire Melee Ret 6 fire 2 cold ----- def ----- Defense +11 (+5 eff.) Stealth +5 A belt that goes around your waist. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Dureravor the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Fatigue +2% Resists +3% fire Crit.chn- 15.00% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
heroic iron gauntlets of butchering (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +5 Fatigue +1% Resists +5% blight Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +42.00 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. |
rough leather cap 'Aerybeth' (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +7 Fatigue +1% Resists +3% mind Die.at -40.00 life Disarm- +10% A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
2 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
2 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. |
3 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. |
3 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. |
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. |
3 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 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
95 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. |
Summertide Phial1.0 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.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xerytha the Glimmerwrither2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% light Apr +3 ----- def ----- Resists +2% physical Die.at -20.00 life Max.HP +43.00 ---------- 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 239/400 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ion the Dwarf Bulwark level 20
22nd Dearth 122nd year of Ascendancy at 15:39 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ion the Dwarf Bulwark level 20
10th Dearth 122nd year of Ascendancy at 10:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ion the Dwarf Bulwark level 10
2nd Profit 122nd year of Ascendancy at 11:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ion the Dwarf Bulwark level 20
10th Dearth 122nd year of Ascendancy at 10:10 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ion the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 02:09 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ion the Dwarf Bulwark level 25
27th Profit 123rd year of Ascendancy at 11:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ion the Dwarf Bulwark level 20
4th Loss 122nd year of Ascendancy at 14:00 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ion the Dwarf Bulwark level 25
26th Profit 123rd year of Ascendancy at 21:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ion the Dwarf Bulwark level 17
4th Dearth 122nd year of Ascendancy at 03:27 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Ion the Dwarf Bulwark level 23
20th Shortage 122nd year of Ascendancy at 15:23 see stats
Log
Burning from Blood Master hits Ion for 13 fire damage.
Burning from Blood Master hits Ion for 13 fire damage.
Ion stops burning.
Talent Resilience of the Dwarves is ready to use.
Talent Rush is ready to use.
There is a previous level here (press '' or right click to use).
You gain 3.73 gold from the transmogrification of iron gauntlets of the iron hand (0 def, 1 armour).
You gain 1.12 gold from the transmogrification of shatter afflictions rune of the warrior (absorb 92; cd 20).
You gain 1.25 gold from the transmogrification of acid wave rune (damage 59; dur 4; cd 19).
There is a next level here (press '' or right click to use).
Space around you starts to dissolve...
Resting starts...
Rested for 20 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 18 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
There is a Hidden compound here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.























































































