











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! 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!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 26 / 15% |
| Size | big |
| Lifes / Deaths | Killed by Eilinilrabeth the snow giant boulder thrower at level 23 on the 79th Haze 122nd year of Ascendancy at 21:10 2 / 4Killed by Lisobresema the elven warrior at level 25 on the 5th Mirth 123rd year of Ascendancy at 01:59 Killed by Emewe the elven blood mage at level 26 on the 5th Mirth 123rd year of Ascendancy at 18:10 Killed by Wakejan the halfling at level 26 on the 8th Mirth 123rd year of Ascendancy at 08:43 |
Primary Stats
| Strength | 68 (base 49) |
| Dexterity | 27 (base 11) |
| Constitution | 65 (base 57) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | 962/962 |
| Positive | 125/125 |
| Stamina | 236/236 |
| Healing Factor | 1.6341355335885 |
| Regeneration | 35.407708439972 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 59 |
| Crit Chance | 45% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Physical | +6% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 56.08934837382 (81.151787968034%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 35 |
| Physical Save | 38 |
| Spell Save | 38 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 26%( 70%) |
| Temporal | + 19%( 70%) |
| Fire | + 21%( 70%) |
| Darkness | + 38%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by oozing horror. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by bee swarm. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 235. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. | 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 within | active |
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 | Filthvagrant the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +20% nature +10% physical ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
| Light source | Earudin2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Resists +6% blight +9% darkness Crit.chn- 10.00% ---------- 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 | Gorerorand (30 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +2 ----- def ----- Armour +3 Defense +30 (+9 eff.) Fatigue +5% ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +2 Resists +8% darkness HP.reg +5.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eilinywe [power 206] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +6% physical Acc +30 (+6 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +42.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
| On fingers | sneakthief's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +18 (+4 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 84% 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! |
| Around neck | savior's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +12 ----- def ----- Phys.save +10 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+4 eff.) Amulets make your neck look great! |
| In main hand | Blindkiller (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 11% On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +13.0% Phys.pwr +14 (+3 eff.) Res.pen +5% physical Massive two-handed mauls. |
| Around waist | hardened leather belt 'Silolewe'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +30.00% Phys.pwr +4 (+1 eff.) Dmg.mod +12% blight ----- def ----- Defense +20 (+6 eff.) Resists +5% arcane Heal.mod +15% Knockbk- +20% ---------- misc Mana/turn +0.24 A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 73 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +4 Dex dps ---------- Acc +16 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick cashmere cloak of backstabbing (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +13% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite plate armour of command (9 def, 18 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +18 Defense +9 (+3 eff.) Fatigue +22% Resists +10% blight +10% darkness Mind.save +18 (+6 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 178 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Lavapain0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +3 See.Invis +15 Amulets make your neck look great! |
mule's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Fatigue -6% ---------- misc Max.enc +26 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 84% 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! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 84% 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! |
stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 84% 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! |
treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Resists +6% nature +6% blight Poison- +12% Disease- +12% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 84% 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! |
enhanced dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +12 Str +12 Dex +12 Mag +7 Wil +7 Cun +9 Con Massive two-handed battleaxes. |
Tagund the Gleamkiller (35-52 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 35.0 - 52.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +9 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Resists +6% light ---------- misc Light +1 Massive two-handed mauls. |
stralite greatsword of crippling (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed swords. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
spiritwalker's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.12 Max.mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Urthikath the Flashwar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical Acc +13 (+3 eff.) Apr +4 Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the guardian (11 def, 5 armour)2.0 T3 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +11 (+3 eff.) Phys.save +11 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbrashine the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% darkness +6% physical Apr +3 ----- def ----- Armour +1 Fatigue +1% Die.at -20.00 life HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +2 Resists +6% blight Spell.save +8 (+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. |
Dagestir the Shimmerblack (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +6% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
dwarven-steel helm 'Dagemas' (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +15% blight +6% temporal +4% all Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Infravis +2 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arccut (15 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Res.pen +5% lightning ----- def ----- Armour +9 Defense +15 (+5 eff.) Fatigue +22% Resists +17% fire ---------- misc Stam/turn +3.00 Max.stam +30.00 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
flaming dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 84.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
living dwarven-steel shield of fire resistance (+13%) (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +13% blight +18% fire +12% nature Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of physical resistance (+12%) (0 def, 8 armour, 135 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +7 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +7% fire +8% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
129 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
10 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 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. |
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. |
Blastnail the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +6 Con dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Res.pen +20% lightning Melee Ret 2 mind ----- def ----- Max.HP +50.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gloruriwe the Scorpionwell2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +20% nature Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +3% light ---------- misc Light +6 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Xidama the Scumshine [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Str dps ---------- Res.pen +20% nature On Hit (Melee): * 10% chance to slow global speed by 37% ---------- misc Infravis +2 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to heal for 37. Natural totems are made by powerful wilders to store nature power. |
11 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By weq the Ogre Berserker level 17
66th Dusk 122nd year of Ascendancy at 22:57 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By weq the Ogre Berserker level 18
14th Haze 122nd year of Ascendancy at 23:42 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By weq the Ogre Berserker level 24
79th Pyre 123rd year of Ascendancy at 23:21 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By weq the Ogre Berserker level 19
17th Haze 122nd year of Ascendancy at 01:32 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By weq the Ogre Berserker level 10
31st Dusk 122nd year of Ascendancy at 10:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By weq the Ogre Berserker level 20
65th Haze 122nd year of Ascendancy at 08:48 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By weq the Ogre Berserker level 23
15th Regrowth 123rd year of Ascendancy at 23:21 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By weq the Ogre Berserker level 19
15th Haze 122nd year of Ascendancy at 20:50 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By weq the Ogre Berserker level 15
62nd Dusk 122nd year of Ascendancy at 05:10 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By weq the Ogre Berserker level 11
46th Dusk 122nd year of Ascendancy at 13:26 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By weq the Ogre Berserker level 23
35th Pyre 123rd year of Ascendancy at 17:03 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By weq the Ogre Berserker level 17
65th Dusk 122nd year of Ascendancy at 04:47 see stats
Log
Wakejan the halfling's Strafe performs a ranged critical strike against weq!
Weq is cut deeply.
Wakejan the halfling's Strafe performs a ranged critical strike against weq!
Wakejan the halfling receives 2 healing from weq.
Bortoper the halfling hits weq for 271 arcane damage.
Wakejan the halfling's Strafe hits weq for 119 physical, 7 arcane, 4 blight (130 total damage).
Wakejan the halfling's Strafe hits weq for 117 physical, 7 arcane (125 total damage).
Wakejan the halfling's morale has been lowered.
Giant spider's morale has been lowered.
Weq casts Rune: Blink.
Weq is out of phase.
Ritch flamespitter spits flames!
Ritch flamespitter hits weq for 55 fire damage.
Deep Wound from Weq hits Giant spider for 103 physical damage.
Wakejan the halfling strafes with his steamguns!
Wakejan the halfling's Strafe performs a ranged critical strike against weq!
Wakejan the halfling's Strafe performs a ranged critical strike against weq!
Wakejan the halfling receives 1 healing from weq.
Wakejan the halfling's Strafe hits weq for 83 physical damage.
Wakejan the halfling's Strafe hits weq for 70 physical, 5 arcane, 2 blight (78 total damage).
weq the level 26 ogre berserker was squished to death by Wakejan the halfling on level 1 of Ambush!.
Weq no longer revels in blood quite so much.
weq's rage subsides!
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Wakejan the halfling's Strafe killed weq!
Saving game...
Saving done.


































































































