








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.7.4Donators/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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 22 / 79% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 12 on the 6th Mirth 122nd year of Ascendancy at 16:02 0 / 7Killed by Siluta the snow giant chieftain at level 17 on the 20th Dusk 122nd year of Ascendancy at 13:23 Killed by Salenn the thief at level 18 on the 23rd Dusk 122nd year of Ascendancy at 13:15 Killed by Urkis, the High Tempest at level 19 on the 4th Regrowth 123rd year of Ascendancy at 02:47 Killed by Ivyta the spitting spider at level 21 on the 33rd Regrowth 123rd year of Ascendancy at 04:08 Killed by Borfast the Broken at level 21 on the 33rd Regrowth 123rd year of Ascendancy at 07:42 Killed by corrupted lesser vampire at level 22 on the 36th Regrowth 123rd year of Ascendancy at 00:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 50 (base 38) |
| Constitution | 38 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 57 (base 25) |
| Cunning | 54 (base 39) |
Resources
| Life | -15/800 |
| Stamina | 269/300 |
| Equilibrium | 30 |
| Healing Factor | 2.2002122670883 |
| Regeneration | 30.028888519219 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 9 |
Offense: Barehand
| Damage | 51 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5.3333333333333 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +5% |
| Mind | +15% |
| Physical | +12% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 43 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 64 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 53%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 14%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower 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 improved Cunning by +5. | done |
You failed to protect the lost tinker from death by Borfast the Broken. Escort: lost tinker (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Saluyassra the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +3 Resists +6% fire Phys.save +9 (+4 eff.) Spell.save +9 (+2 eff.) Stealth +10 Heal.mod +20% Confus- +20% A pair of boots made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 6/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 53.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | Mayith the hardened leather cap (5 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Mag +5 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Phys.save +18 (+7 eff.) ---------- misc See.Invis +9 A cap made of leather. |
| Tool | Glowwitch [power 116] (4/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +9% lightning +3% darkness ---------- misc Light +1 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Aluvon the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -5% Resists +12% acid +3% fire +3% light +6% temporal Mind.save +6 (+3 eff.) Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.85 cold and 17.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | steel amulet 'Lightningburst'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Resists +3% lightning +3% cold +6% mind Heal.mod +14% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 277 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Main armor | Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+10 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
| Light source | nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Ulogorn (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Mag +1 Con dps ---------- Crit.mult +15.00% Res.pen +10% arcane ----- def ----- Defense +2 (+1 eff.) Spell.save +9 (+2 eff.) Max.HP +40.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | 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. |
Inventory
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Jetguile'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Spell.crit +3% Mov.spd +10% Res.pen +25% blight ----- def ----- Fatigue -6% Resists +5% arcane +3% darkness HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/s.crit +1.00 Amulets make your neck look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +8 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
chilling dwarven-steel dagger of massacre (135% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 136% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
dwarven-steel dagger of phasing (123% power, 19 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 123% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +6.0% Atk.spd 100% Phasing +13% Sharp, short and deadly. |
thorny mindstar (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
ash magestaff (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] 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 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
cashmere cloak 'Boltbrand' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +8% Melee Ret 4 lightning ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +6% light +16% cold Mind.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyglean the dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Phys.pwr +8 (+2 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +6% lightning Phys.save +9 (+4 eff.) ---------- misc Max.stam +30.00 Unarmed combat: Power 132% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Frozenwither' (0 def, 9 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun dps ---------- Melee+ 11 physical Dmg.mod +4% physical ----- def ----- Armour +9 Resists +12% cold +5% arcane +6% temporal Phys.save +11 (+5 eff.) Spell.save +3 (+1 eff.) HP.reg +3.50 Disease- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Psi/turn +0.35 Cooldown Double Strike -1 Unarmed combat: Power 131% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +15.0% Atk.spd 125% On Hit.r1 +11 physical On Crit.r2 +11 physical On Hit: 10% Sand Breath 5 On Hit: 10% Second Wind 1 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.69 to 107.07 lightning damage (71.38 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Thunderpassion the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +4% Resists +5% acid +3% temporal +8% fire +7% cold +17% lightning Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 48.06 to 144.19 lightning damage (96.13 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
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. |
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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
alchemist's lamp 'Bogwinter'1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +10% nature +25% mind On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +9% nature +9% mind +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
deadly pouch of dwarven-steel shots of grasping (20/21, 154% power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Master Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
focusing dwarven-steel torque of mindblast [power 230] (4/15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 264 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
cleansing elm totem of healing [power 116] (4/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Aremina the Brightspire [power 10] (4/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Spell.crit +8% Res.pen +10% light ---------- misc Mana/s.crit +2.00 Infravis +3 Reveal the area around you, dispelling darkness (radius 10, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Tewwa the Halfling Brawler level 16
2nd Dusk 122nd year of Ascendancy at 06:34 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tewwa the Halfling Brawler level 16
16th Dusk 122nd year of Ascendancy at 08:16 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tewwa the Halfling Brawler level 19
79th Dusk 122nd year of Ascendancy at 07:50 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tewwa the Halfling Brawler level 20
12nd Regrowth 123rd year of Ascendancy at 21:47 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Tewwa the Halfling Brawler level 21
31st Regrowth 123rd year of Ascendancy at 14:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tewwa the Halfling Brawler level 10
3rd Mirth 122nd year of Ascendancy at 23:10 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tewwa the Halfling Brawler level 20
4th Regrowth 123rd year of Ascendancy at 04:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tewwa the Halfling Brawler level 15
10th Flare 122nd year of Ascendancy at 01:42 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Tewwa the Halfling Brawler level 21
33rd Regrowth 123rd year of Ascendancy at 07:42 see stats
Log
Corrupted lesser vampire's Reality Fracture hits Tewwa for (7 antimagic), 0 temporal, (9 antimagic), 0 darkness (0 total damage).
Tewwa regains their strength.
Only Ashes Left from Corrupted lesser vampire hits Tewwa for (15 antimagic), 0 darkness (0 total damage).
Bleeding from Corrupted lesser vampire hits Tewwa for (8 flat reduction), 43 physical (43 total damage).
Only Ashes Left from Corrupted lesser vampire hits Void skitterer for 37 darkness damage.
Tewwa prepares to block incoming attacks.
Tewwa slows down.
Tewwa speeds up.
Corrupted lesser vampire emerges from a space-time rift!
A shield forms around corrupted lesser vampire.
Tewwa is wasting away.
Tewwa is no longer attuned.
Talent Double Strike is ready to use.
Only Ashes Left from Corrupted lesser vampire hits Tewwa for (28 antimagic), (0 flat reduction), 0 darkness (0 total damage).
Bleeding from Corrupted lesser vampire hits Tewwa for (8 flat reduction), 57 physical (57 total damage).
Corrupted lesser vampire loses 5 health to the entropy.
Corrupted lesser vampire has survived the set up.
Tewwa attunes to the damage.
Corrupted lesser vampire's nether breach hits Tewwa for (23 antimagic), 0 darkness (0 total damage).
Corrupted lesser vampire casts Blood Lock.
Tewwa resists Corrupted lesser vampire's 'Blood Lock'!
Corrupted lesser vampire uses Noggin Knocker.
Tewwa resists the stunning shot!
Corrupted lesser vampire's Noggin Knocker performs a ranged critical strike against Tewwa!
Tewwa is stunned!
Corrupted lesser vampire's Noggin Knocker hits Tewwa for (8 flat reduction), 78 physical, (7 antimagic), 0 lightning (78 total damage).
Corrupted lesser vampire's Noggin Knocker hits Tewwa for (8 flat reduction), 66 physical (66 total damage).
Tewwa the level 22 halfling brawler was tortured to death by corrupted lesser vampire on level 7 of Dreadfell.








































































































