











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 20 / 69% |
| Size | small |
| Lifes / Deaths | Killed by Salama the cutpurse at level 12 on the 14th Dusk 122nd year of Ascendancy at 16:25 0 / 6Killed by Dirk at level 14 on the 30th Dusk 122nd year of Ascendancy at 20:11 Killed by orc corruptor at level 15 on the 16th Haze 122nd year of Ascendancy at 15:27 Killed by Gloresema the forest wight at level 19 on the 23rd Regrowth 123rd year of Ascendancy at 00:06 Killed by umbral horror at level 20 on the 25th Regrowth 123rd year of Ascendancy at 19:20 Killed by vampire lord at level 20 on the 26th Regrowth 123rd year of Ascendancy at 02:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 56 (base 46) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 75 (base 33) |
Resources
| Life | -20/464 |
| Stamina | 49/172 |
| Healing Factor | 1.1397162075846 |
| Regeneration | 0.28492905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 44.429186789964 |
| See Invisible | 44.429186789964 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 57 |
| Crit Chance | 36% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 57 |
| Crit Chance | 36% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Cold | +23% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (49.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 42%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 7%( 70%) |
| Physical | + 6%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 319 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
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. | active |
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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by master vampire. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Layabremina the degenerated skeleton archer. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by ghoul. Escort: worried loremaster (level 3 of Dreadfell) | failed |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Chogochik the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +1 Str dps ---------- On Hit (Melee): * 10% chance to reduce armor by 8% ----- def ----- Crit.chn- 5.00% Max.HP +46.00 ---------- misc Psi/ret +0.04 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 | Samilar (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% arcane Spell.save +15 (+7 eff.) A cap made of leather. |
| Tool | cleansing ash totem of thorny skin [power 29] (30/20 cooldown)2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 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 | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Noonwrecker the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +10% lightning +3% light +6% mind Heal.mod +13% Cut- +50% Stun/Frz- +26% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Islolle the Cystwilter (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +12 nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature +3% light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +9% acid +9% lightning +7% cold +9% fire +4% all Spell.save +8 (+4 eff.) ---------- misc Infravis +1 Sharp, short and deadly. |
| On hands | hardened leather gloves 'Vorina' (0 def, 12 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Melee+ 8 cold Dmg.mod +8% cold ----- def ----- Armour +12 Resists +2% physical +6% cold Crit.chn- 10.00% Phys.save +12 (+6 eff.) 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. |
| In off hand | truestriking dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+3 eff.) Apr +6 Sharp, short and deadly. |
| Cloak | Branadig the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Acc +5 (+2 eff.) Apr +1 Melee Ret 4 physical ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane Crit.chn- 15.00% Phys.save +6 (+3 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 | cleansing cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +8% acid +7% cold +12% nature +12% blight ---------- misc Breathe water A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 205; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -297; dur 6; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -297 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 594 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 625%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Frozenstrider the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Fatigue -5% Resists +3% lightning +3% cold HP.reg +2.00 Amulets make your neck look great! |
serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Unseen.red 11% Amulets make your neck look great! |
Lelusin0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Mind.pwr +15 (+8 eff.) Acc +6 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.11 cold and 9.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's gold ring of aether (+12%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] 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 (+1 eff.) Resists +22% darkness Rings make your fingers look great! |
savage's gold ring of nature (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Spell.save +10 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
caustic iron dagger of crippling (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +8 acid +9 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% acid +6% nature Apr +5 Sharp, short and deadly. |
elemental steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning Sharp, short and deadly. |
iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of paradox (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 temporal While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
dwarven-steel longsword of crippling (21-29 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 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 +5.0% Sharp, long, and deadly. |
thorny mindstar of gales (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% lightning +6% cold +6% physical ----- def ----- Defense +6 (+2 eff.) Pinning- +15% ---------- 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. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Glimmersquall'4.0 T3 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 lightning While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +11% lightning Melee Ret 8 light ----- def ----- Resists +9% blight +9% fire +6% temporal Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of fire4.0 T4 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +5 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +16% fire Slings are used to hurl stones or metal shots at your foes. |
infernal elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +23.00% Spell.pwr +17 (+4 eff.) Melee+ 22 fire Dmg.mod +25% lightning ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing deep-steel trident of massacre (38-61 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 38.0 - 60.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
dwarven-steel waraxe (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
flaming dwarven-steel waraxe of daylight (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +5% Undead On Hit.r1 +9 fire One-handed war axes. |
stralite waraxe of rage (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +9% physical Acc +7 (+2 eff.) One-handed war axes. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
thick cashmere cloak of protection (2 def, 8 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +18% cold Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chalerach the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +3 Wil +6 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +3 Resists +12% light Spell.save +6 (+3 eff.) Mind.save +15 (+7 eff.) Die.at -40.00 life Heal.mod +20% ---------- misc Size +1 A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Gerenn the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- S.pwr/crit +2 Melee Ret 4 blight ----- def ----- Defense +2 (+1 eff.) Resists +4% physical +5% arcane +6% darkness Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.20 Equi/ret +1.00 Psi/ret +1.50 Hate/ret +1.20 A pointy cloth hat, very wizardly... |
rough leather cap 'Lightvein' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% light ----- def ----- Armour +3 Fatigue +1% Resists +9% mind ---------- misc Infravis +2 A cap made of leather. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% nature +10% blight A suit of armour made of leather. |
radiant hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +11% blight +13% darkness ---------- misc Light +2 A suit of armour made of leather. |
reinforced dwarven-steel shield of purity (0 def, 7 armour, 106 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +13% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
deadly quiver of yew arrows of erosion (17/17, 46-64 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 45.5 - 63.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +9 nature Arrows are used with bows to pierce your foes to death. |
9 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. |
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. |
10 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
dwarven-steel pickaxe 'Blazetrial' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning Melee Ret 2 light ----- def ----- Resists +12% mind ---------- misc Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% 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. |
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. |
dwarven-steel torque of clear mind [power 2] (30/25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of psionic shield [power 21] (30/17 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
9 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. |
5 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Dirk the Halfling Rogue level 15
16th Haze 122nd year of Ascendancy at 17:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dirk the Halfling Rogue level 9
2nd Flare 122nd year of Ascendancy at 20:47 see stats
Exterminator
Killed 1000 creatures.By Dirk the Halfling Rogue level 19
22nd Regrowth 123rd year of Ascendancy at 01:28 see stats
Fool of a Took!
Killed oneself as a halfling.By Dirk the Halfling Rogue level 14
30th Dusk 122nd year of Ascendancy at 20:11 see stats
Level 10
Got a character to level 10.By Dirk the Halfling Rogue level 10
8th Dusk 122nd year of Ascendancy at 03:49 see stats
Level 20
Got a character to level 20.By Dirk the Halfling Rogue level 20
24th Regrowth 123rd year of Ascendancy at 12:16 see stats
Poisonous
Sided with the assassin lord.By Dirk the Halfling Rogue level 18
79th Haze 122nd year of Ascendancy at 21:38 see stats
The Arena
Unlocked Arena mode.By Dirk the Halfling Rogue level 6
78th Pyre 122nd year of Ascendancy at 11:13 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dirk the Halfling Rogue level 17
34th Haze 122nd year of Ascendancy at 07:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dirk the Halfling Rogue level 18
47th Haze 122nd year of Ascendancy at 16:45 see stats
Log
Vampire lord's is vulnerable to attacks and effects!
Dirk hits Vampire lord for 66 physical, 2 cold, 142 physical, 2 cold, 2 nature (214 total damage).
Dirk feels pain again.
Talent Stealth is ready to use.
Dire Plague from Vampire lord hits Dirk for 31 darkness damage.
Impending Doom from Vampire lord hits Dirk for 14 cold, 21 darkness (35 total damage).
Vampire lord casts Rune: Biting Gale.
Dirk is encased in ice!
Vampire lord is no longer poisoned.
Vampire lord hits Dirk for 33 cold damage.
Bleeding from Dirk hits Vampire lord for 16 physical damage.
Melee retaliation hits Iceblock for 1 mind, 4 physical, 2 mind, 4 physical (11 total damage).
Dirk hits Iceblock for 82 physical, 10 cold, 50 physical, 10 cold (151 total damage).
A piece of the soul of Dirk is torn apart by Impending Doom!
Dire Plague from Vampire lord hits Dirk for (16 to ice), 24 darkness (24 total damage).
Impending Doom from Vampire lord hits Dirk for (7 to ice), 10 cold, (11 to ice), 17 darkness (27 total damage).
Bleeding from Dirk hits Iceblock for 17 physical damage.
Dirk forces the iceblock to shatter.
Dirk performs a melee critical strike against Dirk!
Dirk is free from the ice.
Melee retaliation hits Iceblock for 2 mind, 4 physical, 2 mind, 4 physical (12 total damage).
Dirk hits Iceblock for 10 cold, 66 physical, 10 cold (85 total damage).
Dire Plague from Vampire lord hits Dirk for 34 darkness damage.
Impending Doom from Vampire lord hits Dirk for 15 cold, 23 darkness (38 total damage).
Phantasmal Shield hits Vampire lord for (94 ignored), 0 light (0 total damage).
Phantasmal Shield hits Dirk for 58 light damage.
Bleeding from Dirk hits Vampire lord for 16 physical damage.
Dirk the level 20 halfling rogue was tanned to death by a vampire lord on level 7 of Dreadfell.






















































































































