












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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:
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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 20 / 86% |
| Size | small |
| Lifes / Deaths | Killed by Gloratta the awoken tentacle tree at level 13 on the 58th Dusk 122nd year of Ascendancy at 05:40 0 / 6Killed by ultimate gwelgoroth at level 15 on the 5th Haze 122nd year of Ascendancy at 05:02 Killed by Wrathroot at level 19 on the 74th Haze 122nd year of Ascendancy at 22:36 Killed by WEIEKKE at level 20 on the 75th Haze 122nd year of Ascendancy at 19:49 Killed by Urkis, the High Tempest at level 20 on the 8th Decay 122nd year of Ascendancy at 09:22 Killed by Urkis, the High Tempest at level 20 on the 8th Decay 122nd year of Ascendancy at 11:24 |
Primary Stats
| Strength | 22 (base 18) |
| Dexterity | 52 (base 36) |
| Constitution | 13 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 67 (base 48) |
Resources
| Life | -122/486 |
| Stamina | 140/187 |
| Healing Factor | 1.1383363011316 |
| Regeneration | 0.28458407528289 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 42.470072216238 |
| See Invisible | 48.470072216238 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 58 |
| Crit Chance | 31% |
| APR | 11 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 58 |
| Crit Chance | 25% |
| APR | 29 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Light | +6% |
| Darkness | +3% |
| Nature | +20% |
| Physical | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Nature | +30% |
| Lightning | +20% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (57.155997060385%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 20 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 13%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Silence Resistance | 54% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% 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: MovementUse 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 increase movement speed by 603% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by fire drake. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by giant black ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethyssra the hummerhorn. Escort: repented thief (level 4 of Old Forest) | 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 fire 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed pouch of faeros ash. * You've found the needed xorn fragment. | 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 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 | Aredranik the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +6% lightning +6% temporal +9% blight Crit.chn- 5.00% Phys.save +3 (+1 eff.) Max.HP +40.00 A pair of boots made of leather. |
| Quiver | Gytar (18/18, 109% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 109% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +4 acid +15 cold On Crit.r2 +8 acid +9 cold On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 54% Arrows are used with bows to pierce your foes to death. |
| Light source | Brightbreaker2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +6 Phys.save +5 (+2 eff.) Heal.mod +11% Cut- +10% Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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 | Scumwrest the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +18% acid +9% nature +3% darkness Res.pen +15% nature ----- def ----- Armour +1 Fatigue +1% Resists +7% blight +3% acid Mind.save +5 (+3 eff.) A cap made of leather. |
| On hands | Smearwar the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% acid Res.pen +15% nature Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +6% light +5% arcane Phys.save +7 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Huruhor [power 260] (7/13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +5% ----- def ----- Resists +3% acid +3% darkness Spell.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's steel ring of arcana (+0.12/turn)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Silence- +24% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
| On fingers | Yvarimira0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Dmg.mod +11% nature +3% mind ----- def ----- Resists +22% nature ---------- misc See.Invis +6 Rings make your fingers look great! |
| Around neck | enraging copper amulet of mastery (0.10 Technique / Assassination)0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical ---------- misc Masteries +0.10 Technique/Assassination Amulets make your neck look great! |
| In main hand | dwarven-steel dagger 'Flashwasp' (123% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 123% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +20% lightning +10% fire ----- def ----- Resists +3% cold Max.HP +20.00 Poison- +20% Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
| Around waist | rough leather belt 'Daimiregohor'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Wil +5 Cun ----- def ----- Resists +6% acid +5% fire +6% cold A belt that goes around your waist. |
| In off hand | Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 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. |
| Cloak | Malandur (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +18% fire Die.at -80.00 life Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Khelagodar (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +9 (+3 eff.) S.pwr/crit +4 Phasing +20% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +11% acid +13% physical +14% cold +8% lightning +32% fire Mind.save +12 (+5 eff.) A suit of armour made of leather. |
Inventory
movement infusion (speed 587%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 587% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the sneak (absorb 251; dur 4; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
balanced steel dagger of crippling (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 108% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +20% Sharp, short and deadly. |
steel dagger (109% power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 109% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
thought-forged iron dagger of erosion (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 99% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +6 mind On Hit: * 12% chance to reduce all saves and defense by 27 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Frozenwreck the steel greatmaul (136% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +12% temporal +15% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature Massive two-handed mauls. |
steel greatmaul 'Liserabeth' (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 132% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Armour +4 Resists +12% mind +9% temporal Phys.save +9 (+4 eff.) Stun/Frz- +20% Massive two-handed mauls. |
Ereleblek (147% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% blight Melee Ret 6 blight ----- def ----- Mind.save +6 (+3 eff.) Disease- +20% Disarm- +20% Pinning- +10% Massive two-handed swords. |
steel greatsword 'Kindleraven' (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 133% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+5 eff.) Res.pen +25% light +12% physical Melee Ret 6 light ----- def ----- Resists +5% arcane +12% cold Disarm- +21% ---------- misc Light +2 Massive two-handed swords. |
steel greatsword of shearing (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +17 (+4 eff.) Apr +10 Massive two-handed swords. |
vined mindstar of balance (88% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash magestaff 'Chalibar' (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+6 eff.) Dmg.mod +15% cold ----- def ----- Defense +7 (+2 eff.) Resists +5% arcane HP.reg +2.00 Cut- +10% Disarm- +20% Teleport- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.18 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical 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. |
plaguebringer's steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +12% One-handed war axes. |
steel waraxe 'Brenykath' (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +12% darkness +6% light +6% mind +5% arcane Poison- +10% One-handed war axes. |
Duskbolt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +6% darkness Crit.chn- 15.00% Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Obsidianbile of the Blightspawn1.0 T1 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +4 Wil +5 Cun -3 Con dps ---------- Dmg.mod +9% mind Against +15% Summoned Melee Ret 2 mind ----- def ----- Fatigue -5% D.Red.from +19% Summoned ---------- misc Max.enc +25 Mana/turn +0.15 Max.mana +21.00 Max.psi +10.00 A belt that goes around your waist. |
Islonne the Cloudknave (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% lightning +15% light +5% acid ----- def ----- Defense +6 (+2 eff.) Resists +6% lightning 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. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +7 (+2 eff.) 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. |
spellwoven woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+4 eff.) Dmg.mod +11% physical ----- def ----- Resists +9% all +11% physical Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +1 Phys.save +11 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Erelendur (0 def, 4 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Mind.crit +4% Dmg.mod +3% acid +12% physical Acc +11 (+3 eff.) ----- def ----- Armour +4 Resists +2% physical 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. |
dwarven-steel helm 'Pitchmarrow' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +3% darkness +9% cold ----- def ----- Armour +4 Fatigue +4% Resists +3% blight +6% temporal Spell.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Windsweep' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +15% cold Melee Ret 2 blight On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 16.84 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +32.00 HP.reg +3.20 Heal.mod +11% A suit of armour made of leather. |
Islussra the steel plate armour (0 def, 19 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Arcane/Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +19% lightning +1% physical +6% arcane Spell.save +21 (+11 eff.) A suit of armour made of metal plates. |
138 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. |
6 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. |
6 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. |
4 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. |
Blazefist the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Spell.pwr +5 (+5 eff.) S.pwr/crit +4 Res.pen +5% lightning ----- def ----- Resists +6% lightning ---------- misc Mana/s.crit +2.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Aerinn the ash totem of summon tentacle [power 160] (7/21 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +12% blight Max.HP +40.00 Heal.mod +10% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 454 Base Damage: 177 Armor: 16 All Resist: 6 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
Vilewhisper the ash totem of thorny skin [power 27] (7/17 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal +3% arcane +9% nature Res.pen +10% temporal Melee Ret 2 arcane ----- def ----- Resists +6% temporal Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
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
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By WEIEKKE the Halfling Rogue level 19
74th Haze 122nd year of Ascendancy at 15:09 see stats
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By WEIEKKE the Halfling Rogue level 20
75th Haze 122nd year of Ascendancy at 19:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By WEIEKKE the Halfling Rogue level 10
46th Dusk 122nd year of Ascendancy at 12:45 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By WEIEKKE the Halfling Rogue level 20
75th Haze 122nd year of Ascendancy at 01:37 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By WEIEKKE the Halfling Rogue level 9
17th Dusk 122nd year of Ascendancy at 06:05 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 WEIEKKE the Halfling Rogue level 20
3rd Decay 122nd year of Ascendancy at 06:48 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By WEIEKKE the Halfling Rogue level 13
60th Dusk 122nd year of Ascendancy at 11:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By WEIEKKE the Halfling Rogue level 19
62nd Haze 122nd year of Ascendancy at 10:41 see stats
Log
Urkis, the High Tempest's Shock hits WEIEKKE for 129 lightning damage.
WEIEKKE is dazed!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
WEIEKKE uses Infusion: Wild.
WEIEKKE is not dazed anymore.
WEIEKKE is cured!
WEIEKKE lessens the pain.
Hurricane from Urkis, the High Tempest hits WEIEKKE for 57 lightning damage.
WEIEKKE activates Stealth.
Hurricane from Urkis, the High Tempest hits WEIEKKE for 94 lightning damage.
WEIEKKE deflects the projectile from Something to the southeast!
WEIEKKE uses Infusion: Movement.
WEIEKKE is moving at extreme speed!
Hurricane from Urkis, the High Tempest hits WEIEKKE for 88 lightning damage.
WEIEKKE feels pain again.
WEIEKKE slows down.
Hurricane from Urkis, the High Tempest hits WEIEKKE for 94 lightning damage.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Hurricane from Urkis, the High Tempest hits WEIEKKE for 137 lightning damage.
WEIEKKE the level 20 halfling rogue was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.









































































































