












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doombringer |
| Level / Exp | 22 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 13 on the 36th Profit 122nd year of Ascendancy at 22:29 0 / 6Killed by gwelgoroth at level 15 on the 45th Profit 122nd year of Ascendancy at 19:20 Killed by Borfast the Broken at level 20 on the 14th Dearth 122nd year of Ascendancy at 07:00 Killed by ruin banshee at level 20 on the 22nd Dearth 122nd year of Ascendancy at 00:41 Killed by uruivellas at level 21 on the 23rd Dearth 122nd year of Ascendancy at 15:58 Killed by saw horror at level 22 on the 22nd Loss 122nd year of Ascendancy at 00:11 |
Primary Stats
| Strength | 69 (base 51) |
| Dexterity | 19 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 57 (base 39) |
| Willpower | 31 (base 14) |
| Cunning | 19 (base 11) |
Resources
| Life | -127/644 |
| Stamina | 196/216 |
| Vim | 27/87 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 27.068408554755 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +89.098722432232% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 149 |
| Accuracy | 54 |
| Crit Chance | 17% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +6% |
| Nature | +6% |
| Cold | +35% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.182355295878 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 20 |
| Physical Save | 35 |
| Spell Save | 40 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| detrimental effect | Reduces global action speed by 18%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 107 HP on the iceblock remaining. Frozen |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | The target's skin reacts to damage, granting 17 armour. Stoneskin |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 33.97 physical damage per turn. Bleeding |
| beneficial effect | This unit will not die until it has less than -119 HP. Surge of Power |
| beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 17 defense and 14 armour. Wraithform |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by MAJEYAL MASTER V. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by cold drake. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 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 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- 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. |
| Quiver | Erelutohell the Woetouch (10/10, 20-23 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +10.0% Capacity 10 Projectile Speed +200% On-ranged-hit +4 physical On-Hit, radius 1 +8 light On-crit, radius 2 +12 darkness On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
| Light source | void-walker's brass lantern of the sun2.0 Encumbrance T1 lite [Ego++] Arcane While equipped: offense ------ Damage +6% light defense ------ Resistance +6% temporal, +6% darkness +5% cold Affinity +5% light Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% other ------- Light +5 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 122.19 light damage. At talent level 3 you gain 23% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 | miner's iron helm of strength (+3) (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Str +3 defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Glacierviper the dwarven-steel pickaxe (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats Str +2 offense ------ Damage +6% nature Ignore resists +15% cold defense ------ Resistance +3% temporal, +3% light +6% blight, +3% cold +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% 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! |
| On fingers | conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Wil +5, Mag +5 offense ------ Spellpower +5 (+1 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Adidheta'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Dex +4, Cun +4, Lck +5 offense ------ Physical Power +10 (+2 eff.) Mindpower +10 (+5 eff.) Accuracy +30 (+8 eff.) Ignore Armor +2 defense ------ Stealth +8 other ------- Disarm Traps +14 Hate-on-crit +3.00 Infravision +4 A belt that goes around your waist. |
| In main hand | acidic stralite greatmaul of massacre (64-95 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 63.5 - 95.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed mauls. |
| On hands | Lelyleg the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +3 offense ------ Physical Power +8 (+2 eff.) Damage +12% acid, +6% mind When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 * 20% chance to reduce armor by 32% defense ------ Armor +2 Resistance +3% acid 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. |
| Main armor | Betuvena (21 def, 14 armour)9.0 Encumbrance T3 light armor [Random Unique] Master While equipped: Stats Str +2, Dex +7 offense ------ Physical Crit +5.0% Move Speed +20% Ignore Armor +8 defense ------ Armor +14 Defense +21 (+17 eff.) Fatigue +8% Resistance +6% physical Physical save +13 (+6 eff.) other ------- Stamina/turn +2.70 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 127 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Emulenne (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Damage +3% acid Ignore resists +15% physical Accuracy +5 (+1 eff.) defense ------ Armor +4 Defense +1 (+0 eff.) Spell save +6 (+2 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. |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 3/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
movement infusion (speed 464%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 464% 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. |
Flashimmortal the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Cun +4 offense ------ Mindpower +10 (+5 eff.) defense ------ Resistance +9% fire Mind save +15 (+7 eff.) Life +27.00 Disarm Resist +28% Pinning Resist +22% Knockbk Resist +31% Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Acid Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +12 disarming acid While equipped: Stats Str +1, Dex +3, Mag +3 Wil +1, Cun +3, Con +1 offense ------ Damage +4% acid Agate: Acid Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
steady yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 acid While equipped: offense ------ Physical Crit +3.0% Damage +12% acid Accuracy +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Smolderpunish (30-43 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 fire +20 item acid corrode On-Hit, radius 1 +8 acid On Hit: * 20% chance to reduce armor by 32% While equipped: offense ------ When Hit 8 fire defense ------ Resistance +12% acid Sharp, long, and deadly. |
blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +10 (+6 eff.) Resistance +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Blindwither'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Str +1, Wil +5, Cun +3 Con +2 offense ------ Against +19% Summoned On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Crit Resistance 15.00% Resist Against +16% Summoned A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+0 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 the Shaloren (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats Wil +2, Mag +2 defense ------ Defense +6 (+2 eff.) Physical 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. |
Erelenarirak (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats Str +3, Mag +2 offense ------ Spellpower +6 (+2 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +3 Resistance +3% temporal other ------- Max vim +50.00 A pair of boots made of leather. |
Yvorawe the pair of dwarven-steel boots (25 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Defense +25 (+20 eff.) Fatigue +3% Resistance +3% blight, +7% fire +6% mind, +8% cold Mind save +12 (+6 eff.) Confus Resist +10% 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 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- 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. |
naturalist's hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) On-Hit 8 nature Damage +5% nature Accuracy +4 (+1 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +7% blight, +7% nature Spell save +10 (+3 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. |
Oozeburst (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Ignore resists +25% nature, +20% fire On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +3 Fatigue +3% Resistance +3% acid Physical save +15 (+7 eff.) A cap made of leather. |
Tuluhek (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats Mag +4, Wil +1, Cun +1 offense ------ Damage +24% temporal When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Defense +2 (+0 eff.) Spell save +10 (+3 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Xanoba' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +14% acid Ignore resists +25% acid, +10% blight On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Defense +2 (+0 eff.) Resistance +27% acid A pointy cloth hat, very wizardly... |
Gobeth the Burnwisp (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats Con +4 offense ------ Mindpower +10 (+5 eff.) Damage +3% mind, +3% fire Accuracy +10 (+3 eff.) defense ------ Armor +11 Fatigue +22% Resistance +7% physical Physical save +12 (+6 eff.) other ------- Stamina/turn +3.00 EQ when Hit +0.04 A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +18% fire Life Regen +2.00 other ------- Stamina/turn +0.80 A suit of armour made of metal plates. |
Glytira (0 def, 6 armour, 73.5 block)7.0 Encumbrance T3 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Dex +2 defense ------ Armor +6 Fatigue +8% Resistance +18% cold Crit Resistance 15.00% other ------- Infravision +1 Talents +1 Block Handheld deflection devices. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 108.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 108.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
barbed pouch of dwarven-steel shots of erosion (21/21, 43-52 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Nature/Master Weapon Damage 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 21 On-ranged-hit +8 nature On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By MAJEYAL MASTER V the Dwarf Doombringer level 16
15th Wealth 122nd year of Ascendancy at 14:35 see stats
Earth Master
Killed Harkor'Zun.By MAJEYAL MASTER V the Dwarf Doombringer level 17
17th Wealth 122nd year of Ascendancy at 12:21 see stats
Exterminator
Killed 1000 creatures.By MAJEYAL MASTER V the Dwarf Doombringer level 19
30th Wealth 122nd year of Ascendancy at 14:30 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By MAJEYAL MASTER V the Dwarf Doombringer level 5
19th Voratun 122nd year of Ascendancy at 19:44 see stats
Level 10
Got a character to level 10.By MAJEYAL MASTER V the Dwarf Doombringer level 10
25th Voratun 122nd year of Ascendancy at 13:23 see stats
Level 20
Got a character to level 20.By MAJEYAL MASTER V the Dwarf Doombringer level 20
13rd Dearth 122nd year of Ascendancy at 12:19 see stats
Size matters
Did over 600 damage in one attack.By MAJEYAL MASTER V the Dwarf Doombringer level 21
20th Loss 122nd year of Ascendancy at 12:27 see stats
The Arena
Unlocked Arena mode.By MAJEYAL MASTER V the Dwarf Doombringer level 11
11st Profit 122nd year of Ascendancy at 00:13 see stats
The secret city
Discovered the truth about mages.By MAJEYAL MASTER V the Dwarf Doombringer level 15
43rd Profit 122nd year of Ascendancy at 20:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By MAJEYAL MASTER V the Dwarf Doombringer level 21
26th Dearth 122nd year of Ascendancy at 05:32 see stats
Log
Elilaith the king cobra's corrosive acid area effect hits Mirror Image for (11 to ice), 16 acid (16 total damage).
Elilaith the king cobra's corrosive acid area effect hits Mirror Image for 25 acid damage.
Saw horror's phys.bleed area effect hits MAJEYAL MASTER V for (3 abyssal shield), (29 to ice), 43 physical (43 total damage).
Saw horror's phys.bleed area effect hits Mirror Image for 67 physical damage.
Saw horror's phys.bleed area effect hits Elilaith the king cobra for 80 physical damage.
Saw horror's phys.bleed area effect hits Mirror Image for (27 to ice), 40 physical (40 total damage).
Saw horror hits Mirror Image for (3 to ice), 5 physical (5 total damage).
Mirror Image uses Taunt.
Saw horror hits Mirror Image for (4 to ice), 5 physical (5 total damage).
Bleeding from Saw horror hits Mirror Image for (8 to ice), 11 physical (11 total damage).
Bleeding from Saw horror hits Mirror Image for 23 physical damage.
MAJEYAL MASTER V has shook off the effects of their corrosion.
Talent Incinerating Blows is ready to use.
Talent Draining Assault is ready to use.
Bleeding from Saw horror hits MAJEYAL MASTER V for (3 abyssal shield), (10 to ice), 14 physical (14 total damage).
Saw horror hits Mirror Image for (4 to ice), 5 physical (5 total damage).
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Saw horror hits Mirror Image for (4 to ice), 5 physical (5 total damage).
MAJEYAL MASTER V casts Pacification Hex.
Elilaith the king cobra uses Ice Claw.
Saw horror stops burning.
Melee retaliation hits Iceblock for 9 fire, 4 mind, 9 blight (20 total damage).
Melee retaliation hits Elilaith the king cobra for 19 physical damage.
Bleeding from Saw horror hits Elilaith the king cobra for 33 physical damage.
Elilaith the king cobra hits MAJEYAL MASTER V for (2 abyssal shield), (11 to ice), 17 mind (17 total damage).
Elilaith the king cobra hits Mirror Image for 154 cold damage.
Elilaith the king cobra hits Mirror Image for (12 to ice), 18 mind (18 total damage).
Elilaith the king cobra hits Saw horror for 22 mind damage.










































































































