









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Clock addon 1.0.0adds a timer, with energy calculations. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 21 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Veliba the multi-hued crystal at level 14 on the 52nd Dusk 122nd year of Ascendancy at 21:39 1 / 4Killed by Urkis, the High Tempest at level 17 on the 67th Dusk 122nd year of Ascendancy at 20:42 Killed by Glavea the skeleton mage at level 20 on the 8th Haze 122nd year of Ascendancy at 07:16 Killed by Isyda the skeleton magus at level 21 on the 10th Haze 122nd year of Ascendancy at 13:13 |
| Antimagic | Follower |
Primary Stats
| Strength | 54 (base 50) |
| Dexterity | 25 (base 11) |
| Constitution | 33 (base 33) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 21) |
| Cunning | 29 (base 10) |
Resources
| Life | 625/625 |
| Psi | 136/136 |
| Stamina | 232/232 |
| Equilibrium | 0 |
| Healing Factor | 1.7199507389162 |
| Regeneration | 3.3539039408866 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 41 |
| Crit Chance | 27% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Lightning | +12% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 41.08934837382 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 29 |
| Fatigue | 30 |
| Physical Save | 31 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 41% |
| Bleed Resistance | 10% |
| Disarm Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 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: 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 200 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 mental effect and reduce all damage taken by 15% for 4 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: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
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 |
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 |
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 failed to protect the lone alchemist from death by large white snake. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton mage. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | 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 talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+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. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' * '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 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 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 | pair of hardened leather boots 'Ulferin' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+3 eff.) Melee Ret 16 mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +0.80 Max.stam +19.00 Max.psi +20.00 Telepathy Humanoid/Orc A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Xerythra the Sparkblur (9 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +2.0% Apr +4 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Die.at -80.00 life Heal.mod +15% A cap made of leather. |
| Tool | Rotire the steel torque of kinetic psionic shield [power 45] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% nature +10% fire Melee Ret 16 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% fire Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +26.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
| On fingers | Sparkbore0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% lightning Max.HP +26.00 Disarm- +24% Pinning- +21% Knockbk- +24% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | insidious dwarven-steel greatmaul of erosion (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +26 insidious poison +12 temporal +10 nature Massive two-handed mauls. |
| On hands | Chamylelagen the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Cun +6 Dex dps ---------- Crit.mult +6.00% Spell.pwr +2 (+2 eff.) Acc +13 (+4 eff.) Apr +13 ----- def ----- Armour +2 HP.reg +1.30 ---------- misc Stam/turn +0.80 Vim/s.crit +3.00 Max.stam +13.00 Steady Shot: Puts all charms on 20 cooldown Level 3.3 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Aerurand the dwarven-steel plate armour (5 def, 22 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +22 Defense +5 (+3 eff.) Fatigue +24% Resists +12% temporal HP.reg +0.40 Disease- +15% Cut- +10% Disarm- +20% A suit of armour made of metal plates. |
| Cloak | murderer's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +2 Wil +6 Cun dps ---------- Mind.crit +5% Acc +5 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+1 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 | savior's gold amulet of cunning (+2)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Cun ----- def ----- Phys.save +13 (+7 eff.) Spell.save +14 (+7 eff.) Mind.save +16 (+8 eff.) Amulets can have magical properties. |
Inventory
movement infusion of the warrior (573% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 573% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 148 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 244 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 6; power 49; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 49) for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 5; power 26; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 13). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 26) for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 10% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 16%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 15%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 16%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
hateful dwarven-steel battleaxe (33-49.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +9 darkness Against +13% Living Massive two-handed battleaxes. |
thought-forged steel battleaxe of massacre (26.5-39.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit: * 19% chance to cause random gloom While equipped: Stats +3 Cun +5 Wil Massive two-handed battleaxes. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem 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. |
dwarven-steel greatmaul (42.5-63.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul (40.5-60.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
gifted thorny mindstar of resolve (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Phys.save +4 (+2 eff.) 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. |
greater yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+10 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cleansing rough leather belt of the giants1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% acid +5% blight Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
grounding hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +5% lightning +8% temporal A belt that goes around your waist. |
Drahek the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Dmg.mod +9% blight Melee Ret 4 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +15% blight +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
insulating cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +8% cold A pointy cloth hat, very wizardly... |
enlightening steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% acid Mind.save +12 (+6 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor [Ego++] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +11 Defense +3 (+2 eff.) Fatigue +16% Resists +16% blight +7% cold +14% darkness +6% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +10% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
spiked cured leather armour of the deep (2 def, 6 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +7% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
Murkwar (9 def, 23 armour)17.0 T5 massive armor Reqs Str 60 [Random Unique] Disrupt/Master While equipped: dps ---------- Dmg.mod +6% acid +6% darkness Res.pen +15% darkness +5% acid Melee Ret 15 physical ----- def ----- Armour +23 Defense +9 (+5 eff.) Fatigue +26% Resists +8% acid +9% physical +9% darkness +8% lightning +18% blight +5% cold +10% nature +5% fire D.Red.from +10% Unnatural A suit of armour made of metal plates. |
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. |
123 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
pouch of dwarven-steel shots (19/19, 33.5-40.2 power, 3 apr)3.0 T3 shot ammo [Normal] Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
hateful steel torque of mindblast [power 137] (6 cooldown)2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 7 beam dealing 68.50 to 137.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 51] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
telekinetic steel torque of psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Telekinetic Blast Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Thaurissan the First the Cornac Berserker level 14
40th Dusk 122nd year of Ascendancy at 21:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Thaurissan the First the Cornac Berserker level 12
17th Dusk 122nd year of Ascendancy at 18:19 see stats
Exterminator
Killed 1000 creatures.By Thaurissan the First the Cornac Berserker level 20
1st Haze 122nd year of Ascendancy at 05:57 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thaurissan the First the Cornac Berserker level 17
67th Dusk 122nd year of Ascendancy at 22:12 see stats
Level 10
Got a character to level 10.By Thaurissan the First the Cornac Berserker level 10
5th Dusk 122nd year of Ascendancy at 06:25 see stats
Level 20
Got a character to level 20.By Thaurissan the First the Cornac Berserker level 20
1st Haze 122nd year of Ascendancy at 05:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Thaurissan the First the Cornac Berserker level 18
70th Dusk 122nd year of Ascendancy at 02:07 see stats
The Arena
Unlocked Arena mode.By Thaurissan the First the Cornac Berserker level 12
10th Dusk 122nd year of Ascendancy at 21:14 see stats
The secret city
Discovered the truth about mages.By Thaurissan the First the Cornac Berserker level 9
2nd Dusk 122nd year of Ascendancy at 08:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Thaurissan the First the Cornac Berserker level 20
1st Haze 122nd year of Ascendancy at 11:50 see stats
Log
Isyda the skeleton magus resists the mind attack!
Thaurissan the First hits Isyda the skeleton magus for 16 nature, 14 mind, 16 nature, 14 mind, 14 nature, 6 mind, 14 nature, 6 mind (100 total damage).
Isyda the skeleton magus hits Thaurissan the First for 112 physical, 4 blight, 71 physical, 35 blight, 4 blight, 28 blight (254 total damage).
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Thaurissan the First uses Dream Walk.
Thaurissan the First's mind surges with critical power!
Thaurissan the First is invigorated by the attack!
Thaurissan the First is invigorated by the attack!
Thaurissan the First is invigorated by the attack!
Thaurissan the First receives 19 healing.
Epidemic from Isyda the skeleton magus hits Thaurissan the First for 37 blight damage.
Burning from Isyda the skeleton magus hits Thaurissan the First for 33 fire damage.
Weakness Disease from Isyda the skeleton magus hits Thaurissan the First for 19 blight damage.
Thaurissan the First the level 21 cornac berserker was debilitated by noxious blight before falling to death by Isyda the skeleton magus on level 4 of Dreadfell.
--------------------------------
You have 1 life(s) left.
Thaurissan the First is free from the epidemic.
Thaurissan the First stops burning.
Thaurissan the First stops bleeding.
Thaurissan the First is no longer attuned.
Thaurissan the First has finished recovering.
Thaurissan the First is free from the rotting disease.
Thaurissan the First is free from the weakness disease.
Thaurissan the First deactivates Daunting Presence.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Weakness Disease from Isyda the skeleton magus killed Thaurissan the First!
Saving done.






















































































